Mixed-reality sports tracking and simulation

ABSTRACT

A mixed-reality sport simulation system includes a projectile-tracking sub-system to generate projectile-tracking data when a projectile is launched by a user, a near-eye display to display mixed-reality virtual objects displayed over physical objects within a field of view of a user representing lines of sight of the user, and a controller. The controller may direct the near-eye display to display a mixed-reality environment including virtual objects within the field of view. The near-eye display may provide an unobstructed real-world view for view vectors below a selected pitch angle and at least a portion of the mixed-reality environment for view vectors above a selected pitch angle. The controller may receive projectile-tracking data in real-time from the projectile-tracking sub-system and may direct the near-eye display to display one or more virtual objects representing a trajectory of the projectile within the mixed-reality environment in real-time based on the projectile-tracking data.

CROSS-REFERENCE TO RELATED APPLICATION

The present application is a continuation-in-part of U.S. applicationSer. No. 15/991,867, filed May 29, 2018, entitled Mixed-Reality KickTracking and Simulation, which claims priority to U.S. application Ser.No. 15/914,789, filed Mar. 7, 2018, entitled Mixed Reality GolfSimulation and Training System, which claims priority to U.S.Provisional Application Ser. No. 62/468,044 filed Mar. 7, 2017 and U.SProvisional Application Ser. No. 62/577,551 filed Oct. 26, 2017. U.S.application Ser. No. 15/991,867 also claims priority to U.S. applicationSer. No. 15/914,812, filed Mar. 7, 2018, entitled Mixed Reality SportSimulation and Training System, which claims priority to U.S.Provisional Application Ser. No. 62/511,657 filed May 26, 2017, U.S.Provisional Application No. 62/516,155 filed Jun. 7, 2017, U.S.Provisional Application No. 62/520,127 filed Jun. 15, 2017, and U.SProvisional Application Ser. No. 62/590,556 filed Nov. 25, 2017. U.S.application Ser. No. 15/991,867 also claims priority to U.S. ProvisionalApplication Ser. No. 62/511,657, filed May 26, 2017; U.S. ProvisionalApplication Ser. No. 62/590,556, filed Nov. 25, 2017; U.S. ProvisionalApplication Ser. No. 62/520,127, filed Jun. 15, 2017; and U.S.Provisional Application Ser. No. 62/577,551, filed Oct. 26, 2017.

The present application claims also claims priority to U.S. ProvisionalApplication Ser. No. 62/516,155, filed Jun. 7, 2017, entitled AugmentedReality Baseball Simulation and Training System; U.S. ProvisionalApplication Ser. No. 62/520,127, filed Jun. 15, 2017, entitled AugmentedReality Soccer Simulation and Training System; and U.S. ProvisionalApplication Ser. No. 62/590,556, filed Nov. 25, 2017, entitled AugmentedReality Football Kick Simulator.

All of the above-listed applications are incorporated herein byreference in their entirety.

TECHNICAL FIELD

The present disclosure relates generally to sports simulation and, moreparticularly, to a mixed-reality sports simulation and training system.

BACKGROUND

Many athletic sports require a player to control the trajectory of aprojectile (e.g., a ball, a puck, a javelin, a discus, a shotput, ahammer, or the like) during play, either by launching the projectilethemselves or by hitting and/or returning the projectile launched byanother player. Further, an athlete may typically perform any ofmultiple actions involving different desired trajectories based onstrategy. For example, an athlete may train to perform multiple throwingor delivery techniques or may train to launch the projectile using apiece of equipment (e.g., a stick, a bat, a racquet, or the like) usingmultiple techniques to achieve a desired result. For instance, abaseball pitcher may train to perform multiple pitches, a cricket bowlermay train to perform multiple deliveries, a hockey player may train toperform multiple shot types with a stick, a tennis, squash, orracquetball player play may train to perform multiple serves with aracquet. By way of another example, an athlete may train to hit anincoming ball (e.g., with a bat, a racquet, or the like) in differentways to achieve a desired result.

Regardless of the sport, each type of motion typically requires adifferent technique to achieve a desired trajectory (e.g., speed,distance, and/or rotation). Small changes in an athlete's technique mayaffect factors such as the launch angle, initial velocity, or rotationthat may significantly impact the trajectory of the ball and thuswhether an action (e.g., a throw, delivery, hit, shot, or the like) isdeemed successful. Athletes thus often train on a field to view themotion of the projectile as feedback and attempt to adjust theirtechniques.

However, field practice is not always practical and may be insufficientto diagnose issues with launching or hitting techniques. For example,field practice may be limited by weather or access to facilities. By wayof another example, athletes warming up for a game may be limited tosideline practice into nets that do not provide feedback to evaluatewhether the actions would be successful on the field. For instance,practice swings of a bat may help an athlete mentally prepare for apitch, but they may not provide meaningful feedback. Further, simplyviewing a trajectory of a projectile in the real world during fieldpractice does not provide detailed trajectory information and thus mayprovide only limited feedback for correcting or modifying technique. Forexample, merely observing an issue (e.g., lack of control of a throw, ahit, a shot, or the like) may be insufficient to solve the problem.Therefore, it may be desirable to provide systems and methods to curethe deficiencies identified above.

SUMMARY

A mixed-reality sport simulation system is disclosed in accordance withone or more illustrative embodiments of the present disclosure. In oneillustrative embodiment, the system includes a projectile-trackingsub-system configured to generate projectile-tracking data when aprojectile is launched by a user. In another illustrative embodiment,the system includes a near-eye display configured to displaymixed-reality virtual objects displayed over physical objects within afield of view of a user. In another illustrative embodiment, thenear-eye display includes one or more sensors to determine the field ofview. In another illustrative embodiment, the field of view defines viewvectors representing lines of sight of the user. In another illustrativeembodiment, the system includes a controller communicatively coupled tothe projectile-tracking sub-system and the near-eye display. In anotherillustrative embodiment, the controller directs the near-eye display todisplay a mixed-reality environment including virtual objects within atleast a portion of the user field of view in which the near-eye displayprovides an unobstructed real-world view for view vectors below aselected pitch angle and display at least a portion of the mixed-realityenvironment for view vectors above a selected pitch angle. In anotherillustrative embodiment, the controller receives projectile-trackingdata of a projectile launched by the user in real-time from theprojectile-tracking sub-system. In another illustrative embodiment, thecontroller directs the near-eye display to display one or more virtualobjects representing a trajectory of the projectile within themixed-reality environment in real-time where the trajectory of theprojectile is based on the projectile-tracking data.

A mixed-reality sport simulation system is disclosed in accordance withone or more illustrative embodiments of the present disclosure. In oneillustrative embodiment, the system includes a projectile-trackingsub-system configured to generate projectile-tracking data over aselected portion of a trajectory of a projectile launched by a user. Inanother illustrative embodiment, the system includes a near-eye displayconfigured to display a mixed-reality scene including virtual objectsdisplayed over physical objects within a field of view of the user. Inanother illustrative embodiment, the system includes a controllercommunicatively coupled to the projectile-tracking sub-system and thenear-eye display. In another illustrative embodiment, the controllerdirects the near-eye display to provide an unobstructed real-world viewof the projectile prior to the user launching the projectile. In anotherillustrative embodiment, the controller receives projectile-trackingdata of a projectile over the launch window in real-time from theprojectile-tracking sub-system over the selected portion of thetrajectory of the projectile launched by the user. In anotherillustrative embodiment, the controller directs the near-eye display todisplay a selected portion of the projectile-tracking data as one ormore virtual objects in real time after the launch.

A mixed-reality sport simulation system is disclosed in accordance withone or more illustrative embodiments of the present disclosure. In oneillustrative embodiment, the system includes a projectile-trackingsub-system configured to generate projectile-tracking data of aprojectile over a launch window when the projectile is launched by auser where a trajectory of the projectile is limited by a containmentdevice. In another illustrative embodiment, the system includes anear-eye display configured to display mixed-reality virtual objectsdisplayed over physical objects within a field of view of the user,wherein the near-eye display includes a user input device. In anotherillustrative embodiment, the system includes a controllercommunicatively coupled to the projectile-tracking sub-system and thenear-eye display. In another illustrative embodiment, the controllerdirects the near-eye display to display a mixed-reality environmentincluding virtual objects depicting one or more elements of an athleticfield within at least a portion of the user field of view, where alocation of the user within the mixed-reality environment is selectablevia the user input device. In another illustrative embodiment, thecontroller receives projectile-tracking data of a projectile over thelaunch window in real-time from the projectile-tracking sub-system asthe user launches the projectile. In another illustrative embodiment,the controller directs the near-eye display to display a virtual objectrepresenting the projectile moving along a predicted trajectory afterthe launch window within the mixed-reality environment where thepredicted trajectory is determined based on the projectile-tracking dataover the launch window.

It is to be understood that both the foregoing general description andthe following detailed description are exemplary and explanatory onlyand are not necessarily restrictive of the invention as claimed. Theaccompanying drawings, which are incorporated in and constitute a partof the specification, illustrate embodiments of the invention andtogether with the general description, serve to explain the principlesof the invention.

BRIEF DESCRIPTION OF DRAWINGS

The numerous advantages of the disclosure may be better understood bythose skilled in the art by reference to the accompanying figures inwhich:

FIG. 1A is a block diagram of components of a mixed-realityprojectile-tracking simulator, in accordance with one or moreembodiments of the present disclosure.

FIG. 1B is a conceptual view of a user throwing a baseball into a net,in accordance with one or more embodiments of the present disclosure.

FIG. 1C is a conceptual view of a user hitting a baseball with a batinto a net, in accordance with one or more embodiments of the presentdisclosure.

FIG. 1D is a conceptual view of a user serving a tennis ball with aracquet into a net, in accordance with one or more embodiments of thepresent disclosure.

FIG. 1E is a conceptual view of a user hitting an incoming tennis ballwith a racquet into a net, in accordance with one or more embodiments ofthe present disclosure.

FIG. 1F is a conceptual view of a user hitting a hockey puck with astick into a net, in accordance with one or more embodiments of thepresent disclosure.

FIG. 1G is a conceptual view of a user throwing a hammer into a net, inaccordance with one or more embodiments of the present disclosure.

FIG. 2A is a block diagram of components of a near-eye display, inaccordance with one or more embodiments of the present disclosure.

FIG. 2B is a perspective view of mixed-reality glasses including anear-eye display, in accordance with one or more embodiments of thepresent disclosure.

FIG. 2C includes a perspective view and an exploded view of amixed-reality helmet including a near-eye display, in accordance withone or more embodiments of the present disclosure.

FIG. 3A is a block diagram of components of a projectile-trackingsub-system, in accordance with one or more embodiments of the presentdisclosure.

FIG. 3B is a perspective view of a projectile-tracking sub-system with acamera configured to be positioned by the user to capture images and/orvideo of the projectile during a launch, in accordance with one or moreembodiments of the present disclosure.

FIG. 3C is a perspective view of a projectile-tracking sub-system with atether to be fastened to a projectile, in accordance with one or moreembodiments of the present disclosure.

FIG. 3D is an exploded view of projectile-tracking sensors integratedwithin the center of a baseball projectile, in accordance with one ormore embodiments of the present disclosure.

FIG. 3E is an exploded view of projectile-tracking sensors integratedwithin the center of a hockey puck projectile, in accordance with one ormore embodiments of the present disclosure.

FIG. 3F is an exploded view of projectile-tracking sensors integratedwithin the center of a javelin projectile, in accordance with one ormore embodiments of the present disclosure.

FIG. 3G is an exploded view of projectile-tracking sensors distributedthroughout a baseball projectile, in accordance with one or moreembodiments of the present disclosure.

FIG. 3H is an exploded view of projectile-tracking sensors distributedthroughout a discus projectile, in accordance with one or moreembodiments of the present disclosure.

FIG. 3I is an exploded view of projectile-tracking sensors integratedwithin the center of a tennis ball projectile, in accordance with one ormore embodiments of the present disclosure.

FIG. 3J is an exploded view of projectile-tracking sensors integratedwithin the center of a football projectile, in accordance with one ormore embodiments of the present disclosure.

FIG. 4 is a perspective view of an avatar representing a user during abatting motion, in accordance with one or more embodiments of thepresent disclosure.

FIG. 5 is a flow diagram illustrating steps performed in a method formixed-reality sport simulation, in accordance with one or moreembodiments of the present disclosure.

FIG. 6A is a conceptual view of a mixed-reality environment including abaseball field from a field of view of a pitcher when looking in ahorizontal direction, in accordance with one or more embodiments of thepresent disclosure.

FIG. 6B is a conceptual view of a the mixed-reality environment of thebaseball field from a field of view of a batter when looking in ahorizontal direction, in accordance with one or more embodiments of thepresent disclosure.

FIG. 6C is a conceptual view of a mixed-reality environment including atennis court from a field of view of a player, in accordance with one ormore embodiments of the present disclosure. In one embodiment, themixed-reality environment includes a combination of real and virtualobjects such as field markings, a playing surface 636, a net 638, and aportion of a stadium.

FIG. 6D is a conceptual view of a mixed-reality environment including anice hockey rink from a field of view of a player, in accordance with oneor more embodiments of the present disclosure.

FIG. 6E is a conceptual view of a field of view of an unobstructed viewof a pitcher of FIG. 6A when looking in a downward direction, inaccordance with one or more embodiments of the present disclosure.

FIG. 6F is a conceptual view of a field of view of an unobstructed viewof a batter of FIG. 6A when looking in a downward direction, inaccordance with one or more embodiments of the present disclosure.

FIG. 6G is a conceptual view of a field of view of a pitchertransitioning between a virtual environment of FIG. 6A and anunobstructed view of FIG. 6E, in accordance with one or more embodimentsof the present disclosure.

FIG. 6H is a conceptual view of a field of view of a battertransitioning between a virtual environment of FIG. 6B and anunobstructed view of FIG. 6F, in accordance with one or more embodimentsof the present disclosure.

FIG. 6I is a conceptual view of the mixed-reality environmentillustrated in FIGS. 6B from a field of view of a batter with anunobstructed view of a projectile source, in accordance with one or moreembodiments of the present disclosure.

FIG. 7 is a flow diagram illustrating steps performed in a trainingmode, in accordance with one or more embodiments of the presentdisclosure.

FIG. 8 is a flow diagram illustrating steps performed in a play mode, inaccordance with one or more embodiments of the present disclosure.

DETAILED DESCRIPTION

Reference will now be made in detail to the subject matter disclosed,which is illustrated in the accompanying drawings. The presentdisclosure has been particularly shown and described with respect tocertain embodiments and specific features thereof. The embodiments setforth herein are taken to be illustrative rather than limiting. Itshould be readily apparent to those of ordinary skill in the art thatvarious changes and modifications in form and detail may be made withoutdeparting from the spirit and scope of the disclosure.

Embodiments of the present disclosure are directed to a mixed-realitysports projectile-tracking simulation and training system (e.g., amixed-reality projectile-tracking simulator). For example, amixed-reality projectile-tracking simulator may include a mixed-realitydisplay device coupled to a projectile-tracking system including one ormore sensors internal to or external to a projectile suitable fortracking the projectile during and after a desired action (e.g., athrow, a delivery, a shot, a hit, or the like). Further, themixed-reality projectile-tracking simulator may include a user-trackingsystem including one or more sensors suitable for monitoring the motionof the user during the action.

The mixed-reality projectile-tracking simulator may be suitable for usewith any style of projectile associated with any sport such as, but notlimited to baseball, cricket, tennis, racquetball, squash, hockey,javelin, discus, hammer, or shotput. In some embodiments, a user maythrow or hit a projectile and immediately view relevant data about themechanics of the action as well as the resulting trajectory. Forexample, a mixed-reality projectile-tracking simulator may providerelevant data obtained from the projectile-tracking system such as, butnot limited to, launch velocity (e.g., launch speed), launch angle,travel distance, hang time, rotation, or location of impact. In someembodiments, a user may throw or hit a projectile into a net or othercontainment device and view a virtual projectile moving along apredicted trajectory within a virtual scene such as a field or a stadiumoverlaid on the real-world view of the user based on tracking data overa partial trajectory. Accordingly, the user may receive immediate visualand data-driven feedback without requiring the user to be physicallypresent at the field.

For the purposes of the present disclosure, the term “throw” is used toindicate an action in which a user uses his or her body to launch aprojectile, and the term “hit” is used to indicate an action in which auser uses a piece of athletic equipment (e.g., a stick, a bat, aracquet, or the like) to launch a projectile regardless of whether theathlete initiates the projectile motion (e.g., a pitch in baseball, aserve in tennis, or the like) or the athlete responds to a projectilefrom another player (e.g., batting in baseball, performing a shot intennis or hockey, or the like). It is recognized herein that certainsports may have distinct technical terminology related to the relevantprojectiles or to distinguish certain types of actions. However, theterms “throw” and “hit” are used herein for the purposes of clarity tobroadly describe actions of multiple sports.

Additional embodiments of the present disclosure are directed to anear-eye display with a wearable form-factor. For example, amixed-reality display device may include mixed-reality glasses providinga partially transmissive surface through which a real-world view ofphysical objects such as the ball may be viewed as well as an interfacefor displaying virtual objects to the user. By way of another example, amixed-reality display device may include a mixed-reality helmet. Forinstance, components associated with a mixed-reality display device maybe integrated within a helmet traditionally worn for a particular sportsuch as, but not limited to, a baseball helmet or a hockey helmet. Themixed-reality projectile-tracking simulator may thus be portable and maybe suitable for use at a location convenient to the user.

The term “mixed-reality” in the present disclosure refers to avisualization technique in which virtual objects are displayed over atleast a portion of a field of view of a user. Mixed-reality mayencompass a broad range of technologies in which the relativepredominance of virtual objects versus physical objects (e.g., objectsseen directly with a user's eyes) varies across a spectrum. On one endof the mixed-reality spectrum, commonly referred to as augmented reality(AR), virtual objects are displayed over or are otherwise integratedalong with a real-world view of user. In this regard, a field of viewmay be primarily filled with physical objects seen directly by the user,and virtual objects may be integrated with or interact with the physicalobjects. On an opposite end of the mixed-reality spectrum, commonlyreferred to as virtual reality (VR), a field of view is completelyobstructed by a virtual scene such that a user is immersed within thevirtual scene. Various mixed-reality technologies may further blendvirtual and physical objects in a wide range of techniques and userexperiences.

Virtual objects may have any degree of transparency to a user. Forexample, a virtual object may be partially transparent such thatphysical objects may be partially visible through the virtual object.Accordingly, partially transparent virtual objects may be, but are notrequired to be, used as guides. By way of another example, a virtualobject may be opaque and obstruct a portion of a field of view. In thisregard, opaque virtual objects may replace physical objects within aportion of a field of view with virtual objects and may be, but are notrequired to be, used to provide an immersive scene to a user.

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator with user-selectable displaysettings to configure a mixed-reality environment for display before orafter a user action (e.g., a throw or a hit). For example, a user in anopen field such as a grass field, a parking lot, or an unmarked ice rinkmay selectively display virtual objects depicting turf, field markingsor goals of a selected sport. For instance, a user may selectivelydisplay foul lines, foul posts, bases, a pitching mound, dirt, or turfof a baseball diamond. In another instance, a user may selectivelydisplay a net, sidelines (singles or doubles), or service lines of atennis court. In another instance, a user may selectively display acenter line, boards, goal lines, faceoff circles, or goals of a hockeyrink. In this regard, the virtual objects may be, but are not requiredto be, characterized as AR objects that coexist with physical objectssuch as the field within the real-world view of the user. Further, themixed-reality projectile-tracking simulator may continuously adjust thesizes and orientations of the virtual objects based on the headorientation and/or lines of sight associated with a field of view of theuser to maintain integration with the surrounding physical objects. Byway of another example, a user may selectively display an opaque virtualscene representing a field or a stadium. In this regard, the virtualobjects may be, but are not required to be, characterized asvirtual-reality (VR) objects. Accordingly, the mixed-realityprojectile-tracking simulator may provide an immersive audio/visualexperience.

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator with user-selectable data tobe displayed on the mixed-reality display. For example, aprojectile-tracking system may include cameras and/or sensors to trackvarious aspects of a projectile such as, but not limited to, position,velocity, acceleration, direction, launch angle, or rotation for aselected period of time (e.g., a launch window). The mixed-realityprojectile-tracking simulator may then display raw or processed datafrom the projectile-tracking system to the user as virtual objects. Theuser may then, for example, utilize the data to analyze and makeadjustments to technique. In one instance, a user on an athletic fieldmay perform one or more actions (e.g., throws or hits) and themixed-reality projectile-tracking simulator may provide relevant dataassociated with the actions to the user as virtual objects.

Additional embodiments of the present disclosure are directed totracking the trajectory of a projectile over a limited period of time(e.g., a launch window) and displaying a predicted a trajectory of theprojectile after the launch window. By way of another example, themixed-reality projectile-tracking simulator may display a virtualprojectile travelling across a predicted trajectory determined based ondata from the projectile-tracking system. In this regard, a user maythrow or hit a projectile in a constrained environment such as a net ora tether and view simulated motion of the projectile in a mixed-realityenvironment through a complete (predicted) trajectory. Further, themixed-reality projectile-tracking simulator may optionally display allor part of the predicted trajectory of the projectile by a persistentarc (e.g., a comet tail, or the like).

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator with a user-tracking system.For example, a user-tracking system may include one or more sensors wornby the user, attached and/or integrated into sport equipment (e.g., abat, a racquet, a stick, or the like), or external to a user to trackaspects of a user's motion prior to and during an action such as, butnot limited to, foot placement, arm position, shoulder position, headangle, knee angle, or an arm speed.

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator with a hitting equipmenttracking system. For example, the hitting equipment tracking system mayinclude one or more sensors to track the trajectory of hitting equipment(e.g., a bat, a racquet, a stick, or the like) such as, but not limitedto, equipment speed (e.g., bat speed, racquet speed, stick speed, or thelike), equipment trajectory, or point of impact of a projectile during ahit. The user-tracking data may thus be integrated with theprojectile-tracking data from the projectile-tracking system to provideadditional feedback to the user.

Additional embodiments of the present disclosure are directed todisplaying a mixed-reality environment within a selected range of lineof sight directions (e.g., view directions, view vectors, gazedirections, gaze vectors, or the like). It is recognized herein that itmay be desirable for an athlete to have an unobstructed real-world viewat selected times or viewing angles. For example, in the case of athrowing action to another person (e.g., a catcher, or the like), it maybe desirable to provide an unobstructed real-world view of the targetperson for safety. In another instance, in the case of a hitting action,it may be desirable to provide an unobstructed real-world view of thesource of the projectile (e.g., a pitcher). Accordingly, a mixed-realityprojectile-tracking simulator may provide an unobstructed real-worldview of selected physical objects (e.g., the target and/or the source ofthe projectile) regardless of the viewing angle. In some embodiments,the mixed-reality projectile-tracking simulator may reserve a selectedset of lines of sight associated with the selected physical objects forunobstructed real-world views (e.g., a cone of reality) such that thephysical objects remain unobstructed as the user moves his or her head.

By way of another example, virtual objects displayed by themixed-reality projectile-tracking simulator may be bounded to a selectedrange of view directions. In this regard, a user may view virtualobjects (e.g., tracking data, a trajectory (real or predicted) virtualelements of a mixed-reality scene, or the like) when looking in selecteddirections and may view an unobstructed real-world view when looking inother directions. In one instance, the mixed-reality projectile-trackingsimulator may provide a transparent or unobstructed view to theprojectile when a user's head is facing downwards or towards theprojectile and may then transition into a mixed-reality scene as theuser looks forward. Accordingly, a user may iteratively look up in adirection of an action to view virtual objects (e.g., a virtual goaldisplayed on a physical field, an immersive virtual reality view of astadium, or the like) and may look down to see an unobstructedreal-world view (e.g., of a user's feet, or the like) to line up a shotand prepare for an action. Similarly, trajectory and/orprojectile-tracking data may be displayed in real-time after an action.

Additional embodiments of the present disclosure are directed todisplaying a mixed-reality environment only at selected times (e.g.,during or after an action). For example, the mixed-realityprojectile-tracking simulator may provide an unobstructed real-worldview prior to an action (e.g., to allow the user to set up and preparefor the action) and may display one or more virtual objects after theaction. In this regard, a user may execute an action with minimaldistractions in a natural environment, but may view any selected virtualobjects after the action to provide a mixed-reality simulationexperience. In one instance, a user on a training field may executelaunches (e.g., sporting actions) with an unobstructed real-world viewand may view virtual objects such as, but not limited to, a trajectoryof the projectile and/or selected trajectory data (e.g., from theprojectile-tracking system and/or the user-tracking system) in real-timeafter the action.

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator including guided usercoaching using any combination of audio and mixed-realityvisualizations. For example, a mixed-reality projectile-trackingsimulator may provide coaching suggestions to a user on varioustechniques, suggest body positions, or the like. For instance, amixed-reality projectile-tracking simulator may provide guides for theuser such as, but not limited to, guides for suggested body positions,body movements, or projectile trajectories. In this regard, the user maybe provided suggested techniques for accomplishing certain actions(e.g., pitching into a selected portion of a strike zone, or the like).Further, the coaching suggestions may be pre-recorded and/or may be datadriven. For instance, the coaching suggestions may be based on data fromthe projectile-tracking system and/or the user-tracking system for asingle action or based on an analysis of historical data. It isrecognized herein that while certain fundamental aspects of a sportstechnique (e.g., throwing technique, pitching technique, battingtechnique, serving technique, or the like) may be relevant to all ormost users, it may be the case that certain technical aspects may varybetween users such that coaching suggestions may be personalized.Accordingly, a mixed-reality projectile-tracking simulator may generatecorrelations between aspects of user motion and correspondingtrajectories over time based on historical data tracked and stored bythe system to develop customized feedback for individual users.

Additional embodiments of the present disclosure are directed toproviding mixed-reality feedback to the user. For example, amixed-reality projectile-tracking simulator may utilize data from theuser-tracking system and/or the projectile-tracking system to captureand subsequently replay user and projectile motion. In one instance, themixed-reality projectile-tracking simulator may display a 3D avatar ofthe user performing selected actions in mixed-reality. Accordingly, auser may save and later view a saved action in a 3D mixed-realityenvironment such that the user may walk around the avatar and view themotion of the user's body and/or the motion of the projectile from avariety of angles. It is recognized herein that viewing saved actions ina 3D mixed-reality environment may provide useful feedback to the user.For example, a user may save and review successful attempts to determinewhat techniques work well and what techniques do not.

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator providing multi-personsupport. Multiple users with mixed-reality projectile-trackingsimulators may thus interact with each other in virtual environments.Further, the multiple users may be located close to each other (e.g., onthe same physical field) or may be located remotely. For example, themultiple mixed-reality projectile-tracking simulators may provide acommon virtual environment that is viewed by each user according to itslocation within the virtual environment. Further, avatars associatedwith each user may be displayed in the mixed-reality environment. Inthis regard, the multiple users may interact in a multitude of ways. Forinstance, the users may take turns practicing such that the motion ofvirtual projectiles may be visible to all users. In another instance,the users may coach each other based on performance in the virtualenvironment. In another instance, the users may play a multi-player gamein the virtual environment. By way of another example, the mixed-realityprojectile-tracking simulator may provide virtual players to provide agaming experience. For example, the mixed-reality projectile-trackingsimulator may display virtual defenders (e.g., a goalie, an opponent,fielders, or the like) that may respond to the trajectory of theprojectile at a selected skill level. By way of another example, themixed-reality projectile-tracking simulator may display virtualteammates (e.g., a pitcher, a catcher, fielders, baserunners, or thelike) that may similarly respond to the trajectory of the projectile ata selected skill level.

Additional embodiments of the present disclosure are directed to amixed-reality projectile-tracking simulator having multipleuser-selectable operational modes. The operational modes may includepre-defined selections of various display and/or operational settings.For example, an operational mode may include a pre-defined virtualenvironment such as, but not limited to, a field with goal posts, fieldmarkings, goal nets, or the like. By way of another example, anoperational mode may include a pre-defined set of projectile-trackingdata to display as virtual objects.

In some embodiments, a mixed-reality projectile-tracking simulatorincludes a training mode. A training mode may provide, but is notrequired to provide, an open-ended experience in which a user maypractice one or more types of actions (e.g., throws or hits) and view aselected set of projectile-tracking data. For example, a training modemay allow a user to practice in a virtual environment either for fun orin preparation of an upcoming game in a known location (e.g., a knownfield or stadium). By way of another example, a training mode mayprovide minimal virtual objects to allow a user to practice with otherpeople (e.g., pitchers, catchers, goalies, opponents, or the like), yetstill visualize information such as projectile trajectories, trackingdata, and historical statistics. Further, a training mode may display awide range of trajectory views (comet tails, full persistent arcs, orthe like) and/or projectile-tracking data from any combination of theprojectile-tracking system and the user-tracking system to the user forimmediate feedback. By way of another example, a training mode mayprovide optional audio and/or visual coaching feedback to providesuggestions to the user for improvements.

In some embodiments, a mixed-reality projectile-tracking simulatorincludes a play mode. A play mode may provide, but is not required toprovide, a goal-oriented experience in which a user attempts to completecertain tasks in a selected mixed-reality environment. For example, in aplay mode, a user may attempt to perform selected pitches, perform atennis serve, hit into a selected portion of a field, make shots intotargeted regions of a goal net, or the like. Accordingly, themixed-reality projectile-tracking simulator may display data associatedwith whether or not the user goal was accomplished. Further, a play modemay provide a selected mixed-reality audio/visual experience. Forexample, a user may select visuals representing a particular stadium(e.g., a stadium of a favorite team or a stadium in which the user willplay) and may further select desired audio such as, but not limited to,crowd noise. In this regard, a play mode may provide a user with animmersive mixed-reality experience. By way of another example, a playmode may also provide a game-like experience in which a user may playagainst a virtual player, multiple players may compete against eachother, or the like.

A mixed-reality projectile-tracking simulator may display virtualobjects in various ways with respect to physical objects visible to theuser. For example, a virtual object may be head-locked such that thesize, shape, or orientation may remain fixed in the field of view of theuser regardless of the orientation or gaze direction of the user. In oneinstance, projectile-tracking data (launch angle, travel distance,rotations, hang time, landing location, or the like) may be displayed ashead-locked virtual objects to facilitate readability. In anotherinstance, logos and/or selection menus may be displayed as head-lockedvirtual data.

By way of another example, a mixed-reality projectile-tracking simulatormay display a virtual object within a virtual coordinate system designedto replicate the real-world view of the user. In this regard, virtualobjects may be scaled, rotated, or transformed such that virtual objectsat a selected distance in the virtual coordinate system appearintegrated with physical objects in the real-world view at the samedistance. Further, the virtual objects may be continually updated toreflect the head orientation and/or gaze direction of the user. In somecases, a user may not perceive a difference between a physical objectand a virtual object in a mixed-reality environment. Additionally,virtual objects may be placed within the virtual coordinate system atselected relative distances from each other or may be anchored tophysical coordinates (e.g., global positioning system (GPS) coordinates,latitude and longitude coordinates, or the like). For instance, virtualobjects representing bases of a baseball diamond, field markings, or thelike may be located at fixed distances from each other in the virtualcoordinate system and displayed to the user based on the location of theuser within the virtual coordinate system (e.g., a location on a virtualfield). Accordingly, as the user moves in the physical world, virtualobjects in the mixed-reality environment may be correspondingly updated.In another instance, a configuration of a virtual field may be anchoredto a particular physical location. In this regard, a user may define andassociate a customizable virtual environment with a location oftenvisited by the user. Accordingly, the mixed-reality projectile-trackingsimulator may display the elements of the virtual environment any timethe user visits the location.

Referring now to FIGS. 1A through 3J, a mixed-realityprojectile-tracking simulator 100 is described in accordance with one ormore embodiments of the present disclosure.

FIG. 1A is a block diagram of components of a mixed-realityprojectile-tracking simulator 100, in accordance with one or moreembodiments of the present disclosure.

In one embodiment, a mixed-reality projectile-tracking simulator 100includes a mixed-reality near-eye display 102 to display virtual objectswithin the field of view of a user. In another embodiment, amixed-reality projectile-tracking simulator 100 includes aprojectile-tracking sub-system 104 configured to monitor one or moreaspects of a launched projectile (e.g., a thrown or a hit projectile)such as, but not limited to, location, velocity, acceleration, launchangle, hook angle, hang time, rotation, distance travelled, or landinglocation. In another embodiment, the mixed-reality projectile-trackingsimulator 100 includes a user-tracking sub-system 106 configured tomonitor one or more aspects of user motion during an action such as, butnot limited to, arm speed, arm trajectory, or an impact location on theball during a hit. In another embodiment, the user-tracking sub-system106 is at least partially integrated with the projectile-trackingsub-system 104. In another embodiment, the mixed-realityprojectile-tracking simulator 100 includes a hitting equipment trackingsub-system 107 configured to monitor one or more aspects of motion ofuser equipment (e.g., a bat, a racquet, a stick, or the like) during anaction such as, but not limited to, a swing sped or a swing trajectory.The hitting equipment tracking sub-system 107 may be formed as astand-alone device or may be incorporated into another component suchas, but not limited to, the user-tracking sub-system 106.

In another embodiment, the mixed-reality projectile-tracking simulator100 includes a controller 108. In another embodiment, the controller 108includes one or more processors 110 configured to execute programinstructions maintained on a memory medium 112. In this regard, the oneor more processors 110 of controller 108 may execute any of the variousprocess steps described throughout the present disclosure.

The one or more processors 110 of a controller 108 may include anyprocessing element known in the art. In this sense, the one or moreprocessors 110 may include any microprocessor-type device configured toexecute algorithms and/or instructions. It is further recognized thatthe term “processor” may be broadly defined to encompass any devicehaving one or more processing elements, which execute programinstructions from a non-transitory memory medium 112. For example, theprocessors 110 may include one or more microprocessors,microcontrollers, or the like. By way of another example, the processors110 may include hardwired logic circuitry such as, but not limited to,one or more application-specific integrated circuits (ASICs),programmable logic devices (PLDs), or field programmable gate arrays(FPGAs).

The memory medium 112 may include any storage medium known in the artsuitable for storing program instructions executable by the associatedone or more processors 110. For example, the memory medium 112 mayinclude a non-transitory memory medium. By way of another example, thememory medium 112 may include, but is not limited to, a read-only memory(ROM), a random-access memory (RAM), a magnetic or optical memory device(e.g., disk), a magnetic tape, a solid-state drive, and the like. It isfurther noted that memory medium 112 may be housed in a commoncontroller housing with the one or more processors 110. In oneembodiment, the memory medium 112 may be located remotely with respectto the physical location of the one or more processors 110 andcontroller 108. For instance, the one or more processors 110 ofcontroller 108 may access a remote memory (e.g., server), accessiblethrough a network (e.g., internet, intranet, and the like). Therefore,the above description should not be interpreted as a limitation on thepresent invention but merely an illustration.

The controller 108 may be communicatively coupled to various componentsof the mixed-reality projectile-tracking simulator 100 such as, but notlimited to, the near-eye display 102, the projectile-tracking sub-system104, or the user-tracking sub-system 106 to carry out steps describedthroughout the present disclosure. For example, the controller 108 mayreceive data from the projectile-tracking sub-system 104 and/or theuser-tracking sub-system 106 associated with a user action, processand/or analyze the data, generate a predicted trajectory of the ball,and direct the near-eye display 102 to display virtual objectsrepresenting the motion of the ball along the predicted trajectory tothe user. By way of another example, the controller 108 may receiveimage, video, and/or audio data from the near-eye display 102 includingphysical objects within a field of view of the user, generate a mappingof the physical objects, render virtual objects within a virtualcoordinate system to integrate with the physical objects, and direct thenear-eye display 102 to display the virtual objects.

The steps described throughout the present disclosure may be carried outby a single controller 108 or, alternatively, multiple controllers.Additionally, the controller 108 may include one or more controllershoused in a common housing or within multiple housings. For example, thecontroller 108 may be integrated within and/or distributed within anynumber of components within the mixed-reality projectile-trackingsimulator 100. In this regard, various processing tasks required toperform steps described throughout the present disclosure may bedistributed to suitable components based on factors such as, but notlimited to, processing power, memory, or physical space requirements ofany component in the mixed-reality projectile-tracking simulator 100.

In one embodiment, the controller 108 may be fully or partiallyintegrated into the near-eye display 102. In another embodiment, thecontroller 108 is at least partially distributed to additionalcomponents of the mixed-reality projectile-tracking simulator 100 suchas the projectile-tracking sub-system 104 or the user-trackingsub-system 106. For example, it may be the case that the additionalsystem components may have increased processing and/or memorycapabilities such that the performance of the mixed-realityprojectile-tracking simulator 100 may be improved by offloading at leasta portion of processing steps described throughout the presentdisclosure. In another embodiment, the controller 108 is at leastpartially distributed to a mobile computing device such as, but notlimited to, a mobile phone, a tablet computing device, or a laptopcommunicatively coupled to or integrated within the mixed-realityprojectile-tracking simulator 100.

Referring now to FIGS. 1B through 3F, the interaction of a user 114 withthe mixed-reality projectile-tracking simulator 100 is illustrated inaccordance with one or more embodiments of the present disclosure. Inone embodiment, the user 114 throws a projectile 116 in a constrainedenvironment such that the trajectory of the projectile 116 it at leastpartially limited by a containment device (e.g., a net 118, a tether(not shown), or the like). For example, FIG. 1B is a conceptual view ofa user 114 throwing a baseball projectile 116 into a net 118, inaccordance with one or more embodiments of the present disclosure.

In another embodiment, the user 114 hits a projectile 116 into acontainment device. The projectile 116 may be set in motion by the user114 or the user 114 may hit an approaching projectile 116 (e.g., thrownor hit by another player, a training machine, or the like). Further, theuser 114 may hit the projectile 116 with any selected piece of sportingequipment such as, but not limited to, a bat 120, a racquet 122, a stick124, or the like. For example, FIG. 1C is a conceptual view of a user114 hitting a baseball projectile 116 with a bat 120 into a net 118, inaccordance with one or more embodiments of the present disclosure. Byway of another example, FIG. 1D is a conceptual view of a user 114serving a tennis ball projectile 116 with a racquet 122 into a net 118,in accordance with one or more embodiments of the present disclosure. Byway of another example, FIG. 1E is a conceptual view of a user 114hitting an incoming tennis ball projectile 116 with a racquet into a net118, in accordance with one or more embodiments of the presentdisclosure. By way of another example, FIG. 1F is a conceptual view of auser 114 hitting a hockey puck projectile 116 with a hockey stick 124into a net 118, in accordance with one or more embodiments of thepresent disclosure. By way of another example, FIG. 1G is a conceptualview of a user throwing a hammer into a net 118, in accordance with oneor more embodiments of the present disclosure.

It is to be understood, however, that the mixed-realityprojectile-tracking simulator 100 may be used with any type ofprojectile 116 such as, but not limited to, a baseball (e.g., as shownin FIGS. 1B and 1C), a softball, a tennis ball (e.g., as shown in FIGS.1D and 1E), a hockey puck (e.g., as shown in FIG. 1F), a javelin, adiscus, or a shotput.

In another embodiment, the projectile-tracking sub-system 104 ispositioned to track the projectile 116 during an action (e.g., a throwor a hit) and throughout a launch window. For example, theprojectile-tracking sub-system 104 may track one or more aspects of theprojectile 116 (e.g., location, velocity, acceleration, rotation, or thelike) until the motion of the projectile 116 is impeded by thecontainment device. In another embodiment, the user-tracking sub-system106 are positioned to track the motion of the user 114 during theaction. In another embodiment, a user 114 wears the near-eye display 102while launching the projectile 116 (e.g., throwing or hitting theprojectile 116). In this regard, the near-eye display 102 may display amixed-reality environment to the user 114 in which one or more virtualobjects are displayed within the real-world view of the user 114. Forexample, the near-eye display 102 may display a virtual projectiletravelling along a predicted trajectory in the mixed-reality scene basedon data from the projectile-tracking sub-system 104 over the launchwindow and/or the user-tracking sub-system 106. By way of anotherexample, the near-eye display 102 may display virtual objects such as,but not limited to, projectile-tracking data, user-tracking data,coaching feedback, avatars representing the user, virtual players,additional users of connected systems, or the like.

It is to be further understood that the mixed-realityprojectile-tracking simulator 100 is not limited to throwing or hittingthe projectile 116 into a containment device. In one embodiment, theuser 114 may throw or hit the projectile 116 in an open area (e.g., anopen field) and the mixed-reality projectile-tracking simulator 100(e.g. via the projectile-tracking sub-system 104) may generateprojectile-tracking data for a complete trajectory. Further, thenear-eye display 102 may display projectile-tracking data, coachingfeedback, avatars representing the user and/or additional users, or thelike based on the projectile-tracking data over the complete trajectory.

The near-eye display 102 may include any type of mixed-reality displayknown in the art. Further, the near-eye display 102 may have anyform-factor suitable for displaying mixed-reality virtual objects to theuser such as, but is not limited to, an eyeglass display device, contactlens display devices, a headset display device, a helmet, or the like.In addition, the near-eye display 102 may be formed using customcomponents or may be formed at least in part using off-the-shelfcomponents. For example, commercially-available near-eye displayssuitable for integration within the mixed-reality projectile-trackingsimulator 100 may include, but are not limited to, a Microsoft HoloLensor an ODG R-9. FIG. 2A is a block diagram of components of a near-eyedisplay 102, in accordance with one or more embodiments of the presentdisclosure. FIG. 2B is a perspective view of mixed-reality glasses 202including a near-eye display 102, in accordance with one or moreembodiments of the present disclosure. It is recognized herein thatmixed-reality glasses including a near-eye display 102 may provide alight-weight mixed-reality interface suitable for a wide range ofconditions and practice environments. FIG. 2C includes a perspectiveview 200 and an exploded view 201 of a mixed-reality baseball helmet 204including a near-eye display 102, in accordance with one or moreembodiments of the present disclosure. It is recognized herein that ahelmet including a near-eye display 102 may provide mixed-realitysimulation and training in a user-experience similar to a real-worldsporting experience. Further, the near-eye display 102 may be discretelyintegrated into a helmet such that the components of the near-eyedisplay 102 may not distract or provide discomfort to the user duringpractice or training with the mixed-reality projectile-trackingsimulator 100. In addition, a helmet including a near-eye display 102may be indistinguishable from a standard helmet such that such thatothers may be unaware that the user 114 is using the mixed-realityprojectile-tracking simulator 100.

In one embodiment, the near-eye display 102 includes one or moreprocessors 110 and/or a memory medium 112. In this regard, thecontroller 108 may be at least partially integrated within the near-eyedisplay 102. For example, processors 110 of the near-eye display 102 mayperform various processing tasks described throughout the presentdisclosure such as, but not limited to, identifying physical objectswithin a field of view of the user or rendering virtual objects fordisplay to the user 114 based on a field of view and/or a gaze directionof the user 114.

In another embodiment, the near-eye display 102 includes a displayinterface 206 including left-eye display circuitry 208 configured todrive a left-eye display element 210 and right-eye display circuity 212configured to drive a right-eye display element 214. In this regard, thedisplay interface 206 may selectively display virtual objects to theleft and/or the right eye of the user 114. For example, the displayinterface 206 may include one or more light projectors (not shown),driven by the left-eye display circuitry 208 and the right-eye displaycircuity 212, to project light visible to the user 114 such that theuser 114 may view the virtual objects within the user's field of view.

The left-eye display element 210 and the right-eye display element 214may include any type of display elements suitable for presenting amixed-reality environment to a user 114. In another embodiment, theleft-eye display element 210 and the right-eye display element 214 mayinclude a partially-transparent material to allow the user 114 to viewreal-world objects such as the projectile 116 through the near-eyedisplay 102 and simultaneously facilitate the display of virtual objectsto the user 114. For example, as illustrated in FIG. 2B, the left-eyedisplay element 210 and the right-eye display element 214 may include apartially-transparent material formed as lenses of mixed-reality glasses202. By way of another example, as illustrated in FIG. 2C, the left-eyedisplay element 210 and the right-eye display element 214 may include apartially-transparent material mounted to a faceplate of a mixed-realitybaseball helmet 204.

Further, the partially-transparent material may include any type ofmaterial. In one embodiment, the left-eye display element 210 and theright-eye display element 214 are formed from a glass material such as,but not limited to, a glass material or a plastic material. In anotherembodiment, the left-eye display element 210 and the right-eye displayelement 214 may include one or more coatings. For example, the left-eyedisplay element 210 and the right-eye display element 214 may includeanti-reflection and/or anti-glare coatings to provide a comfortableviewing experience. By way of another example, the left-eye displayelement 210 and the right-eye display element 214 may include apolarization coating to transmit or reflect select polarizations oflight. Further, the left-eye display element 210 and the right-eyedisplay element 214 may provide variable transparency through anytechnique known in the art such as, but not limited to, selectivepolarization of light. For example, it may be desirable to providerelatively high transparency when a user 114 is required to see and/orinteract with physical objects such as the projectile 116. By way ofanother example, it may be desirable to provide relatively lowtransparency when projecting an opaque virtual scene to the user 114such as, but not limited to, after the projectile 116 has been launchedand motion of a virtual ball through a virtual scene is presented to theuser 114.

Further, the display interface 206 may display virtual objects using anytechnique known in the art. In one embodiment, the display interface 206projects light associated with virtual reality objects onto the left-eyedisplay element 210 and/or the right-eye display element 214 such thatthe left-eye display element 210 and/or the right-eye display element214 operate as a screen within the a portion of the field of view. Inanother embodiment, the display interface 206 projects light associatedwith virtual reality objects directly onto the retinas of the user 114.In this regard, the left-eye display element 210 and/or the right-eyedisplay element 214 may operate as mirrors that direct light into theeyes of the user 114.

In another embodiment, the near-eye display 102 includes an integratedcamera 216 for photometric positional detection driven by a camerainterface 218. In another embodiment, the near-eye display 102 includesone or more orientation sensors 220 to determine the head orientationand/or gaze direction in three-dimensional space. For example, thenear-eye display 102 may include an inertial measurement unit (IMU) forsensing angular and/or linear rate of change and/or magneticorientation. By way of another example, the near-eye display 102includes Global Positioning System (GPS) sensors for satellite detectionof position of the near-eye display 102 relative to the earth.

In another embodiment, the near-eye display 102 includes an audio outputcomponent 222 and/or a microphone 224 for audio interaction with theuser 114. For example, the audio output component 222 may include, butis not limited to, a speaker or fitted earphones to provide audiofeedback to the user. The audio feedback may include, but is not limitedto, voice narration, commands, instructions, or sound effects. By way ofanother example, the microphone 224 may allow the user 114 to providevoice commands and/or interact with other users within a virtualenvironment. The microphone 224 may further monitor external sounds,such as the impact with the projectile 116, the landing of theprojectile 116, breathing patterns of the user 114, or the like.

In another embodiment, the near-eye display 102 includes a communicationinterface 226 to communicate with additional components of themixed-reality projectile-tracking simulator 100 such as theprojectile-tracking sub-system 104, the user-tracking sub-system 106, oran external controller 108. The communication interface 226 may includecircuity (e.g., transmitters, receivers, buffers, amplifiers, filters,or the like) for any type of wired or wireless communication standardknown the art such as, but not limited to, WiFi, Bluetooth 4.0(including Bluetooth Low Energy (BLE)), Bluetooth 5.0, Bluetooth LowEnergy (BLE), Zigbee, XBee, ZWave, or a custom standard.

It is recognized herein that various communication bands such as, butnot limited to, bands associated with cellular phone communication,WiFi, or Bluetooth may become crowded and/or noisy in public places suchas athletic stadiums during a game. In this regard, a communicationinterface 226 operating on a crowded or noisy communication band mayexhibit decreased performance. Further, it may be desirable to providecommunication over distances at least as long as an athletic field. Forexample, a user 114 may roam around a field, while the near-eye display102 communicates to an external controller 108 (e.g., providing at leasta portion of processing power required to perform steps describedthroughout the present disclosure) located at a fixed location.Accordingly, it is contemplated herein that a communication interface226 of a mixed-reality projectile-tracking simulator 100 may support abroad range of communication techniques across a wide range of frequencybands and that different communication techniques and/or frequency bandsmay be selected for different applications and intended uses. In oneembodiment, the communication interface 226 includes circuitry forcommunication using multiple communication bands and/or standards.Further, the communication interface 226 may scans multiplecommunication bands and select a communication band and/or standard tofacilitate a high signal to noise ratio. In another embodiment, thecommunication interface 226 includes circuitry for spread-spectrumcommunication techniques such as, but not limited to, frequency-hopping,time-hopping, direct-sequence, or chirp-based spread spectrumtechniques. It is recognized herein that spread-spectrum communicationmay provide various benefits including, but not limited to, resistanceto interference from crowded bands and a capacity for long-rangecommunication. For example, the communication interface 226 may providespread-spectrum communication over public wireless frequencies such as,but not limited to, 900 MHz bands to provide long range (e.g., up to 20miles) communication.

In another embodiment, the near-eye display 102 includes a userinterface 228 to facilitate user interaction. For example, the userinterface 228 may include circuitry for providing a series of menus withuser-selectable options such that a user 114 may navigate through themenus and adjust the configuration of the mixed-realityprojectile-tracking simulator 100. By way of another example, the userinterface 228 may include buttons, sliders, toggle switches, or touchsensors for tactile interaction. The components of the user interface228 may be located on any user-accessible portion of the near-eyedisplay 102. such as, but not limited to, a frame of mixed-realityglasses 202 (FIG. 2B) or within an opening of a mixed-reality baseballhelmet 204 (FIG. 2C). For instance, as illustrated in FIGS. 2B, the userinterface 228 may include one or more buttons 230 or a touch-sensitiveslider 232. In this regard, the user 114 may slide a finger along theslider 232 to quickly adjust the display of the mixed-reality scene suchas, but not limited to, adjusting a user location on a mixed-realityfield to select a specific field location, adjusting the volume of crowdnoise, or scroll through menus. The user 114 may then make selections bypressing the buttons 230, tapping the slider 232, or the like. By way ofanother example, the user interface 228 includes the microphone 224 toaccept audio commands. By way of another example, the user interface 228includes an eye-tracking camera and associated circuitry suitable fordetermining the gaze direction of the user 114. For instance, theeye-tracking camera may be integrated with the Accordingly, a user 114may interact with the near-eye display 102 through a series of eye-basedgestures such as, but not limited to, eye movements to indicatescrolling and long blinks to indicate selection of the last-viewed item.In another embodiment, the user interface 228 may include acommunicatively coupled device such as, but not limited to, a mobilephone, a tablet computing device, or a laptop that communicates with thenear-eye display 102 via the communication interface 226. In thisregard, the user 114 may adjust the mixed-reality environment providedby the near-eye display 102 in a program, an application (e.g., an“app”), through a web-based interface, or the like.

In another embodiment, the near-eye display 102 includes a powerinterface 234. For example, the power interface 234 may include abattery such as, but not limited to rechargeable lithium ion ornickel-cadmium batteries. By way of another example, the power interface234 may include of battery charging circuity suitable for charging arechargeable battery. For instance, the power interface 234 may includea receptacle to receive a wired power cord. In another instance, thepower interface 234 may include circuitry for wireless battery charging.

In another embodiment, the projectile-tracking sub-system 104 ispositioned (e.g., by the user 114) to track the projectile 116 as it islaunched by the user 114. For example, the projectile-trackingsub-system 104 may be configured to track the projectile 116 over thelaunch window starting at a selected time prior to impact and ending ata selected time after the kick. In this regard, the user 114 may operatethe mixed-reality projectile-tracking simulator 100 in a location wherethe travel distance of the projectile 116 is limited (e.g., by acontainment device including a net, a tether, or the like). Accordingly,the launch window over which the projectile-tracking sub-system 104tracks the projectile 116 may end at or before the time at which themotion of the projectile 116 is impeded by the containment device.

Referring now to FIGS. 3A through 3D, the projectile-tracking sub-system104 may include any number or type of components known the art suitablefor tracking a projectile 116 over a selected launch window (e.g., afterbeing thrown or hit by the user 114). Further, the components of theprojectile-tracking sub-system 104 may be configured with anyform-factor. In addition, the projectile-tracking sub-system 104 may beformed using custom components or may be formed at least in part usingoff-the-shelf components. For example, commercially availableprojectile-tracking products suitable for integration within themixed-reality projectile-tracking simulator 100 may include, but are notlimited to, products provided by FlightScope, Trackman, ForesightSports, or Ernest Sports. FIG. 3A is a block diagram of components of aprojectile-tracking sub-system 104, in accordance with one or moreembodiments of the present disclosure. FIG. 3B is a perspective view ofa projectile-tracking sub-system 104 with a camera 302 configured to bepositioned by the user 114 to capture images and/or video of theprojectile 116 during an action (e.g., as illustrated in FIGS. 1Bthrough 1F), in accordance with one or more embodiments of the presentdisclosure. FIG. 3C is a perspective view of a projectile-trackingsub-system 104 with a tether 308 to be fastened to a projectile 116, inaccordance with one or more embodiments of the present disclosure.

In one embodiment, the controller 108 may be fully or partiallyintegrated into the projectile-tracking sub-system 104. In anotherembodiment, the controller 108 is at least partially distributed toadditional components of the mixed-reality projectile-tracking simulator100 such as the near-eye display 102 or the user-tracking sub-system106. For example, it may be the case that the additional systemcomponents may have increased processing and/or memory capabilities suchthat the performance of the mixed-reality projectile-tracking simulator100 may be improved by offloading at least a portion of processing stepsdescribed throughout the present disclosure. In another embodiment, thecontroller 108 is at least partially distributed to a mobile computingdevice such as, but not limited to, a mobile phone or a laptopcommunicatively coupled to or integrated within the mixed-realityprojectile-tracking simulator 100.

In one embodiment, the projectile-tracking sub-system 104 includescamera interface 304 to receive images and/or video of the projectile116 from the camera 302. For example, as illustrated in FIG. 3A, theprojectile-tracking sub-system 104 may include one or more stand-aloneunits 306 configured to be placed near the projectile 116. In oneinstance, as illustrated in FIG. 1B, a projectile-tracking sub-system104 may be placed with a camera 302 orthogonal to a plane of motion togenerate a side view of the projectile 116. In another embodiment, theprojectile-tracking sub-system 104 may be placed with a camera 302configured to view the motion of the projectile 116 from the perspectiveof the user 114. For example, the camera 216 of the near-eye display 102may operate as a projectile-tracking sub-system 104. Further, themixed-reality projectile-tracking simulator 100 may generally includemore than one projectile-tracking sub-system 104 to provide more thanone camera 302 suitable for viewing various aspects of an action frommultiple angles such as to facilitate accurate tracking of theprojectile 116. For instance, the camera 302 may capture the movement ofa user's body prior to throwing or hitting the projectile 116, theimpact of equipment (e.g., a bat 120, a racquet 122, a stick 124, or thelike) with the projectile 116, or the like.

In another embodiment, the projectile-tracking sub-system 104 includes adisplay 308. For example, the display 308 may visualize the imagesand/or video from the camera 302. Accordingly, the user 114 may utilizethe images and/or video to position the projectile-tracking sub-system104 at a suitable location to view the projectile 116 during a launch.In one embodiment, the projectile-tracking sub-system 104 may storeimages and/or video captured during a launch such that the user 114 mayplay back the captured images and/or video to analyze technique. Thedisplay 308 may be any type of display known in the art such as, but notlimited to, a liquid crystal display (LCD), a light-emitting diode (LED)display, or an organic light-emitting diode (OLED) display. In anotherembodiment, the display 308 is a touch-sensitive display providing aninteractive user interface.

In another embodiment, the projectile-tracking sub-system 104 includesone or more additional user interface components such as, but notlimited to, buttons, sliders or switches suitable for receiving userinput for configuration and/or operation.

In another embodiment, the projectile-tracking sub-system 104 includesone or more dedicated projectile-tracking sensors 310 to gather dataregarding one or more aspects of the motion of the projectile 116. Theprojectile-tracking sensors 310 may generally include any type of sensorknown in the art. Further, the projectile-tracking sensors 310 maygenerate stand-alone data or may rely on other components such as, butnot limited to, the camera 302.

In one embodiment, the projectile-tracking sensors 310 includerange-finding sensors configured to track the position of the projectile116 over the launch window. For example, the projectile-tracking sensors310 may include a range finder. In this regard, the projectile-trackingsensors 310 may emit a signal in the direction of the projectile 116,detecting a reflected signal from the projectile 116, and determine thedistance to the projectile 116 by monitoring the time of flight of thesignal. For instance, a projectile-tracking sensors 310 may include aRadio Detection and Ranging (RADAR) system utilizing radio-frequencypulses for range finding. Accordingly, a RADAR system may include asource of radio-frequency pulses of any selected frequency or range offrequencies, a radio-frequency transmitter to transmit theradio-frequency pulses, and a radio-frequency receiver to detectreflected radio-frequency pulses. In another instance,projectile-tracking sensors 310 may include a Light Detection andRanging (LIDAR) system utilizing light-pulses for range-finding.Accordingly, a LIDAR system may include a light source to generatepulses of light with any selected wavelength or range of wavelengths,one or more lenses to project the light pulses and capture lightreflected from the projectile 116, and a light detector to detect thecaptured light pulses. The light source may include any source known inthe art such as, but not limited to a laser source. Accordingly,projectile-tracking sensors 310 incorporating laser-based range-findingmay be characterized as Laser Detection and Ranging (LADAR) systems.

In another embodiment, the projectile-tracking sensors 310 include oneor more velocity sensors to track the velocity of the projectile 116.For example, the projectile-tracking sensors 310 may include Dopplersensors to determine velocity of the projectile 116 based on shifts inthe wavelength (or frequency) of a signal reflected from the projectile116 (e.g., Doppler shifts that are a function of the velocity anddirection of motion relative to the sensor). Further, Doppler sensorsmay utilize pulses of radio waves or light pulses and may be integratedwith a range-tracker described above through the addition of awavelength-sensitive (or frequency-sensitive) detector such as aspectrometer.

In another embodiment, the projectile-tracking sensors 310 may include aforce sensor attached to the projectile 116. For example, as illustratedin FIG. 3C, a projectile-tracking sub-system 104 may include a forcesensor 312 (e.g., a strain gauge, or the like) attached to theprojectile 116 by a tether 308 and secured to the ground (e.g., by stake314). Accordingly, the projectile 116 may travel along an initialtrajectory for the length of a tether 308 and will then be stopped bythe tether 308, which will produce a measurable force that may bedetected using the force sensor 312. Further, data associated with thevelocity and/or acceleration of the projectile 116 at the end of thelaunch window may be determined by the force sensor 312.

The tether 308 may be secured to the projectile 116 using any methodknown in the art. For example, the tether 308 may include, but is notlimited to, rope, string, or wire. By way of another, the tether 308 maybe attached to the projectile 116 by a removable harness enabling theuser 114 to use any type of projectile 116 with the mixed-realityprojectile-tracking simulator 100. By way of another example, the tether308 may be permanently attached to the projectile 116 at one or moreattachment points. In this regard, a user 114 may use a dedicatedprojectile 116 designed for use with the mixed-realityprojectile-tracking simulator 100.

In another embodiment, the projectile-tracking sensors 310 includeweather-monitoring sensors. It is recognized herein that weatherconditions such as, but not limited to, air temperature, air pressure,wind speed, and precipitation (fog, rain, snow, sleet, or the like) mayimpact the trajectory of a launched ball. Accordingly, theprojectile-tracking sensors 310 may include weather-monitoring sensorssuch as, but not limited to air temperature sensors, air pressuresensors, wind speed sensors, or precipitation sensors.

In another embodiment, the projectile-tracking sub-system 104 includes acommunication interface 316 to communicate with additional components ofthe mixed-reality projectile-tracking simulator 100 such as the near-eyedisplay 102, the user-tracking sub-system 106, or an external controller108. The communication interface 316 may include circuity (e.g.,transmitters, receivers, buffers, amplifiers, filters, or the like) forany type of wired or wireless communication standard known the art suchas, but not limited to, WiFi, Bluetooth 4.0 (including Bluetooth LowEnergy (BLE)), Bluetooth 5.0, Bluetooth Low Energy (BLE), Zigbee, XBee,ZWave, or a custom standard. In a general sense, the communicationinterface 316 may include any of the same or complementary communicationtechnologies as the communication interface 226 of the near-eye display102 described previously herein such as, but not limited to,channel-scanning technology or spread-spectrum communication.

In another embodiment, the projectile-tracking sub-system 104 includes apower interface 318. For example, the power interface 318 may include abattery such as, but not limited to rechargeable lithium ion ornickel-cadmium batteries. By way of another example, power interface 318may include of battery charging circuity suitable for charging arechargeable battery. For instance, the power interface 318 may includea receptacle to receive a wired power cord. In another instance, thepower interface 318 may include circuitry for wireless battery charging.

In another embodiment, one or more components of the projectile-trackingsub-system 104 is integrated on or within the projectile 116. Forexample, the projectile 116 may include reflective tape to facilitatethe reflection of signals from ground-based projectile-tracking sensors310 (e.g., range-finders, Doppler sensors, or the like). By way ofanother example, as illustrated in FIGS. 3D through 3J, the projectile116 may include one or more projectile-tracking sensors 310 to generatedata within the projectile 116 that may be communicated (e.g., via thecommunication interface 316) to additional components of themixed-reality projectile-tracking simulator 100 such as the near-eyedisplay 102, a stand-alone projectile-tracking sub-system 104, anexternal controller 108, or the like.

The projectile-tracking sensors 310 may be placed at any number oflocations throughout the projectile 116 suitable for providingprojectile-tracking information (e.g., forces on the projectile 116,location, speed, acceleration, rotation, or the like). Further, it isrecognized herein that it may be desirable that the projectile-trackingsensors 310 have minimal impact on the trajectory of the projectile 116such that the mixed-reality projectile-tracking simulator 100 mayprovide accurate simulations of a traditional projectile 116. In oneembodiment, projectile-tracking sensors 310 located within theprojectile 116 are distributed so as to mitigate any impact on thecenter of mass of the projectile 116.

Referring now to FIGS. 3D through 3F, projectile-tracking sensors 310may be located around the center of a projectile 116. In this regard,placement of projectile-tracking sensors 310 near the ends 336 maymitigate the displacement of the projectile-tracking sensors 310 duringimpact, which may facilitate measurements of projectile-tracking datasuch as, but not limited to, launch velocity, acceleration, or rotationduring the impact.

FIG. 3D is an exploded view of projectile-tracking sensors 310integrated within the center of a baseball projectile 116, in accordancewith one or more embodiments of the present disclosure. For example, abaseball projectile 116 may be formed from a central portion 320 (e.g.,a cork, or the like), one or more intermediate layers 322 (e.g., windinglayers, or the like), and an outer layer 324. In one embodiment, one ormore projectile-tracking sensors 310 may be located within the centralportion 320.

FIG. 3E is an exploded view of projectile-tracking sensors 310integrated within the center of a hockey puck projectile 116, inaccordance with one or more embodiments of the present disclosure. Forexample, a hockey puck projectile 116 may be formed from a solidmaterial (e.g., rubber, or the like). In one embodiment, one or moreprojectile-tracking sensors 310 may be located within an interiorcompartment 326 shaped to fit the projectile-tracking sensors 310.

FIG. 3F is an exploded view of projectile-tracking sensors 310integrated within the center of a javelin projectile 116, in accordancewith one or more embodiments of the present disclosure. For example, ajavelin projectile 116 may be formed from a solid material (e.g., metal,wood, plastic, or the like). In one embodiment, one or moreprojectile-tracking sensors 310 may be located within an interiorcompartment 328 shaped to fit the projectile-tracking sensors 310.

Referring now to FIGS. 3G through 3I, one or more projectile-trackingsensors 310 may be, distributed throughout the projectile 116. In thisregard, placement of projectile-tracking sensors 310 may facilitatemeasurements of projectile-tracking data (e.g., rotation around multipleaxes, or the like) or a point of impact.

FIG. 3G is an exploded view of projectile-tracking sensors 310distributed throughout a baseball projectile 116, in accordance with oneor more embodiments of the present disclosure. In one embodiment, one ormore projectile-tracking sensors 310 may be integrated within theintermediate layers 322 of the baseball projectile 116.

FIG. 3H is an exploded view of projectile-tracking sensors 310distributed throughout a discus projectile 116, in accordance with oneor more embodiments of the present disclosure. For example, a discusprojectile 116 may be formed as a solid material (e.g., metal, plastic,or the like). In one embodiment, one or more projectile-tracking sensors310 may be located within interior compartments 330 shaped to fit theprojectile-tracking sensors 310 distributed throughout the discusprojectile 116. In one instance, as illustrated in FIG. 3D,projectile-tracking sensors 310 may be distributed in a ring along ananticipated plane of rotation.

FIG. 3I is an exploded view of projectile-tracking sensors 310integrated within the center of a tennis ball projectile 116, inaccordance with one or more embodiments of the present disclosure. Forexample, a tennis ball projectile 116 may be formed from a shellmaterial 332 with a hollow core. In one embodiment, one or moreprojectile-tracking sensors 310 may be attached to interior surfaces ofthe shell material 332.

FIG. 3J is an exploded view of projectile-tracking sensors 310integrated within the center of a football projectile 116, in accordancewith one or more embodiments of the present disclosure. For example, afootball projectile 116 may be formed from an oblong shell material 334with a hollow core. In one embodiment, one or more projectile-trackingsensors 310 may be attached to interior surfaces of the shell material332. Further, the locations of the projectile-tracking sensors 310 maybe selected based on the anticipated points of impact. For example, asillustrated in FIG. 3J, the projectile-tracking sensors 310 may bedistributed evenly around a circumference of a football projectile 116.In this regard, the projectile-tracking sensors 310 may providesensitive rotational measurements and wobble detection as the footballprojectile 116 is thrown. By way of another example, though not shown,one or more projectile-tracking sensors 310 may be located near one orboth of the ends 336 of a football projectile 116. In this regard, theprojectile-tracking sensors 310 may provide sensitive measurements ofend-over-end rotation.

It is to be understood, however, that the illustrations in FIGS. 3Dthrough 3J are provided solely for illustrative purposes and should notbe interpreted as limiting. The projectile-tracking sensors 310 may beplaced at any number of selected locations throughout any type ofprojectile 116 to facilitate the collection of projectile-tracking data.

In one embodiment, the projectile-tracking sensors 310 include, but arenot limited to, an inertial measurement unit (IMU) including anycombination of accelerometers, orientation sensors, electromagneticsensors, or magnetometers to measure and generate data associated withthe acceleration, orientation, and/or rotation of the projectile 116. Byway of another example, the projectile-tracking sensors 310 may includean altimeter to determine the height of the projectile 116 with respectto the ground. By way of another example, the projectile-trackingsensors 310 may include a global positioning system (GPS) deviceconfigured to determine the position of the projectile 116 inthree-dimensional coordinates.

In another embodiment, the system includes a user-tracking sub-system106 including one or more sensors to monitor the motion of the user 114and/or user equipment (e.g., a bat, a racquet, a stick, or the like)during an action (e.g., a throw or a hit). It is recognized herein thatthe motion of the user including the body position and body movementcritically impact the mechanics of the action and thus the resultingtrajectory of the projectile 116. Accordingly, the user-trackingsub-system 106 may monitor and generate user motion data associated withone or more aspects of the body of the user 114 before, during, or afteran action. This user motion data during a launch may then be correlatedwith the trajectory of the projectile 116 to provide a comprehensivetracking dataset associated with each user action.

The user-tracking sub-system 106 may be provided as one or morestand-alone devices (e.g., stand-alone device 306, or the like) or maybe at least partially integrated with other system components such asthe projectile-tracking sub-system 104 or the near-eye display 102. Forexample, as illustrated in FIG. 1B, the user-tracking sub-system 106 mayinclude the camera 302 described previously herein associated with theprojectile-tracking sub-system 104. In this regard, the user-trackingsub-system 106 may track the motion of the user and generate data suchas, but not limited to, arm position, leg position, shoulder position,arm speed, trajectory information of a bat 120, racquet 122, stick 124,or the like. By way of another example, the user-tracking sub-system 106may include one or more wearable sensors worn by the user 114 and/orintegrated or attached to user equipment (e.g., the bat 120, the racquet122, the stick 124, or the like). For instance, the user-trackingsub-system 106 may include the near-eye display 102 to generatepositional information of the user 114 during an action. In anotherinstance, the user-tracking sub-system 106 may include one or moresensor pads (not shown) embedded within shoes worn by the user 114(e.g., shoes 126 in FIGS. 1B through 1F). The sensor pads may includeany type of sensor suitable for tracking user motion such as, but notlimited to, a pressure sensor, an inertial measurement unit (IMU), apedometer, or the like. In this regard, the user-tracking sub-system 106may track user data such as, but not limited to, a number of steps, agait of a user both naturally and during an action, foot speed, foottrajectory, or the like. In another instance, the user-trackingsub-system 106 may include wearable sensors to be distributed across thebody of the user 114. In this regard, the user-tracking sub-system 106may gather user movement data of various parts of the body such as, butnot limited to, hip movement, arm motion, or body posture during anaction.

The hitting equipment tracking sub-system 107 may be provided as one ormore stand-alone devices (e.g., stand-alone device 306, or the like) ormay be at least partially integrated with other system components suchas the projectile-tracking sub-system 104 or the near-eye display 102.For example, the hitting equipment tracking sub-system 107 may includethe camera 302 described previously herein associated with theprojectile-tracking sub-system 104 and/or the user-tracking sub-system106. In this regard, the hitting equipment tracking sub-system 107 maytrack the motion of the hitting equipment and generate data such as, butnot limited to, position, speed, or trajectory data, of a bat 120,racquet 122, stick 124, or the like. By way of another example, thehitting equipment tracking sub-system 107 may include one or moresensors integrated or attached to user equipment (e.g., the bat 120, theracquet 122, the stick 124, or the like). For instance, the hittingequipment tracking sub-system 107 may include, but is not limited to, aninertial measurement unit (e.g., accelerometer, gyroscopes,magnetometer, and the like) attached to or built into the equipment.

In another embodiment, the controller 108 receives tracking data fromthe projectile-tracking sub-system 104 over the launch window anddetermines a predicted trajectory of the projectile 116 after the launchwindow. The controller 108 may determine the predicted trajectory of theprojectile 116 using any technique known in the art. For example, thecontroller 108 may include a physics engine suitable for generating apredicted trajectory based in input data from the projectile-trackingsub-system 104 (including ball data and weather data) and/or theuser-tracking sub-system 106 as initial conditions. Further, thecontroller 108 may utilize a virtual environment selected by the user114 or measurements of the physical environment to determine the landingposition of the projectile 116.

In one embodiment, the mixed-reality projectile-tracking simulator 100may save (e.g., in the memory medium 112) tracking data from theuser-tracking sub-system 106 and/or the projectile-tracking sub-system104 for each action or for any user-selected actions. Further, thetracking data may be analyzed by the user 114 and/or by the controller108 to correlate user motion data from the user-tracking sub-system 106with projectile-tracking data from the projectile-tracking sub-system104 and/or predicted trajectory data from the controller 108.

Further, the mixed-reality projectile-tracking simulator 100 may presentthe tracking data to the user 114 as mixed-reality objects through thenear-eye display 102. FIG. 4 is a perspective view of an avatar 402representing a user 114 during a batting motion, in accordance with oneor more embodiments of the present disclosure. In one embodiment, thenear-eye display 102 may display an avatar 402 performing the motion ofthe user 114 as well as the predicted trajectory of a virtual projectile404 as virtual objects. Further, the near-eye display 102 may displayrelevant tracking data (e.g., launch angle, launch velocity, rotation,impact point on the ball, arm speed, or the like). In this regard, theuser 114 may move around the avatar and view the motions and relevantdata associated from multiple viewpoints.

In another embodiment, the mixed-reality projectile-tracking simulator100 may learn the natural motions and techniques of the user 114 overtime through continued use of the mixed-reality projectile-trackingsimulator 100 and may correlate the impact of specific body movements tothe resulting trajectory of the projectile 116. Accordingly, themixed-reality projectile-tracking simulator 100 may identify specificaspects of user motion that substantially impact on the outcome andprovide user-customized coaching data to assist the user in modifyinghis or her technique. For example, the near-eye display 102 maysequentially or simultaneously display avatars 402 illustrating pastactions with different outcomes to provide a side-by-side comparison ofthe user motion and corresponding trajectories. By way of anotherexample, the near-eye display 102 may display an avatar 402 of the usergoing through a suggested motion as a guide.

Referring now to FIGS. 5 through 8B, the operation of the mixed-realityprojectile-tracking simulator 100 by the user 114 is described inaccordance with one or more embodiments of the present disclosure.

FIG. 5 is a flow diagram illustrating steps performed in a method 500for mixed-reality sport simulation, in accordance with one or moreembodiments of the present disclosure. Applicant notes that theembodiments and enabling technologies described previously herein in thecontext of mixed-reality projectile-tracking simulator 100 should beinterpreted to extend to method 500. It is further noted, however, thatthe method 500 is not limited to the architecture of the mixed-realityprojectile-tracking simulator 100.

In one embodiment, the method 500 includes a step 502 of receiving auser-selected mixed-reality environment. For example, as describedpreviously herein, a user 114 may select any desired combination ofvirtual elements forming a virtual environment to be displayed on thenear-eye display 102. Further, objects in the virtual environment may bedisplayed based on the head orientation and/or the gaze direction of theuser.

For example, a user may select any combination of virtual objects to bedisplayed along with physical objects visible through the near-eyedisplay 102. In this regard, the mixed-reality environment may includeaugmented reality objects. By way of another example, the user 114 mayselect a combination of opaque virtual objects that may represent animmersive virtual scene that occupies at least a portion of the field ofview of the user and completely blocks physical objects from view.

In one embodiment, the virtual environment includes virtual objectsrepresenting a selected location such as, but not limited to, an openathletic field, a generic stadium, training facilities, or arepresentation of an actual stadium (e.g., a home stadium of a favoriteteam of the user, or the like).

In another embodiment, the method 500 includes a step 504 of receiving auser location within the mixed-reality environment. In anotherembodiment, the method 500 includes a step 506 of displaying themixed-reality environment from the perspective of the user at the userlocation.

FIG. 6A is a conceptual view of a mixed-reality environment 602including a baseball field from a field of view 604 of a pitcher whenlooking in a horizontal direction, in accordance with one or moreembodiments of the present disclosure. FIG. 6B is a conceptual view of athe mixed-reality environment 602 of the baseball field from a field ofview 606 of a batter when looking in a horizontal direction, inaccordance with one or more embodiments of the present disclosure. Inone embodiment, the mixed-reality environment 602 includes a combinationof physical (e.g., real-world) objects and virtual objects associatedwith the baseball field. For example, the mixed-reality environment 602may include a combination of real and virtual objects such as dirt 608,turf 610, the sky 612, bases 614, base lines 616, foul posts 618,batter's boxes 620, portions of a stadium 622, a scoreboard 624, or thelike. By way of another example, the mixed-reality environment 602 mayinclude additional players 626 that may be real or virtual. In thisregard, a user may customize a desired virtual experience.

FIG. 6C is a conceptual view of a mixed-reality environment 628including a tennis court 630 from a field of view 632 of a player, inaccordance with one or more embodiments of the present disclosure. Inone embodiment, the mixed-reality environment 628 includes a combinationof real and virtual objects such as field markings 634, a playingsurface 636, a net 638, and a portion of a stadium 640.

FIG. 6D is a conceptual view of a mixed-reality environment 642including an ice hockey rink from a field of view 644 of a player, inaccordance with one or more embodiments of the present disclosure. Inone embodiment, the mixed-reality environment 642 includes a combinationof real and virtual objects such as field markings 646, a net 648, and agoalie 650.

It is recognized herein that the illustration of the mixed realityenvironments in FIGS. 6A through 6D and the associated elements areprovided solely for illustrative purposes and should not be interpretedas limiting the present disclosure. Rather, the mixed-realityprojectile-tracking simulator 100 may display any combination ofcomponents of any selected athletic field for any selected sport suchas, but not limited to, a softball field, a tennis court, an ice rink, afootball field, or the like. Further, the mixed-realityprojectile-tracking simulator 100 may display views of both real andvirtual objects from any selected position on the field. In someembodiments, a user may physically move and the mixed-realityprojectile-tracking simulator 100 will modify the sizes, shapes, and/ororientations of the mixed reality environments accordingly.

As described previously herein, the mixed-reality projectile-trackingsimulator 100 may provide a mixed-reality environment including anycombination of real and virtual objects. In another embodiment, themixed-reality projectile-tracking simulator 100 may monitor and mapphysical objects such that the virtual objects may be displayed in acoordinate system that matches the physical locations of the physicalobjects in the real-world view of the user 114. Accordingly, themixed-reality projectile-tracking simulator 100 (e.g., via the near-eyedisplay 102) may detect the presence of physical objects and may displayvirtual objects of missing physical objects according to the perspectiveand location of the user in both the real world and the virtualenvironment. Taking a non-limiting example of a baseball fieldillustrated in FIGS. 6A and 6B in which the dirt 608, turf 610, and thebases 614 are real (e.g., the user is on an un-marked baseball practicefield), the mixed-reality projectile-tracking simulator 100 may detectand map the locations of the real objects and display virtual objectscorresponding to the base lines 616, batter's boxes 620, foul posts 618,scoreboard 624, and/or stadium 622.

The mixed-reality projectile-tracking simulator 100 may detect and mapthe locations of physical objects using any technique known in the art.For example, the mixed-reality projectile-tracking simulator 100 maydetect the locations of physical objects using any combination ofcomponents of the mixed-reality projectile-tracking simulator 100 suchas, but not limited to, the camera 216 on the near-eye display 102, thecamera 216 on a projectile-tracking sub-system 104, or any combinationof sensors (e.g., range-finding sensors, or the like) located in thenear-eye display 102, the projectile-tracking sub-system 104, or asstand-alone devices. By way of another example, the mixed-realityprojectile-tracking simulator 100 may accept or prompt for user-assistedlocating of physical objects. For instance, the user 114 may engage theuser interface 228 while standing at selected boundaries (e.g., fieldmarkers, bases, or the like). The mixed-reality projectile-trackingsimulator 100 may then generate a virtual coordinate system thatcorresponds to the physical world such that virtual objects may beproperly located alongside real-world objects in a mixed-realityenvironment.

In another embodiment, a user may select specific virtual objects tosupplement the physical objects in the field of view of the user 114.For example, a user on an open grass field may selectively display fieldmarkings (e.g., base lines 616, batter's boxes 620, or the like) andbases 614. Accordingly, the turf 610 (e.g., grass) may be a physicalobject, whereas the field markings and bases 614 are displayed asvirtual objects. By way of another example, a user on a practice fieldwith field markings, but no bases 614 may selectively display only bases614 in a virtual environment. Accordingly, the turf 610 and fieldmarkings may be visible as physical objects, whereas the bases 614 maybe displayed as virtual objects.

By way of one example, the mixed-reality projectile-tracking simulator100 may identify (e.g., with the camera 216, or the like) that the user114 is on a practice field with marked field markings and no foul posts618. Accordingly, the near-eye display 102 may display virtual objectsrepresenting foul posts 618 at the end of the field as determined byphysical field markings. Further, the size and orientation of thevirtual foul posts 618 may be continually adjusted as the user 114 movesaround the virtual environment, looks in different directions, or thelike based on data provided by the near-eye display 102.

Further, it is recognized that some training facilities may have avariety of markers and/or visual cues on the field or walls forathletes. Accordingly, the mixed-reality projectile-tracking simulator100 may identify the markers and/or visual cues to guide the placementof virtual objects in a mixed-reality environment.

In another embodiment, a user may select immersive virtual scenes thatobstruct the real-world view of the user. For example, a user (e.g., ina closed room) may select an immersive virtual environment in which afield, field markings, goal posts, and surrounding structures (e.g.,lights, seating, or the like) are all virtual.

In another embodiment, a virtual environment may be bounded to aselected set of view vectors (e.g., gaze directions, or the like) thatrepresent lines of sight within a field of view of the user. Forexample, it may be desirable for the user to accurately view theprojectile 116 in order to properly execute an action. Accordingly, thenear-eye display 102 may be configured to provide an unobstructed viewof the real world when the user is looking down or at the projectile 116and display the virtual environment as the user looks upward (e.g., toaim within a mixed-reality environment and/or as the user followsthrough after a motion). In this regard, the near-eye display 102 maydetermine a set of view vectors for a given field of view of the userand selectively display virtual objects (e.g., associated with thevirtual environment and/or projectile-trajectory data) only for viewvectors above a selected angle. For instance, the selected angle may be,but is not required to be, defined as a selected pitch angle of the headof the user with respect to the horizon.

In another embodiment, a virtual environment may be selectivelydisplayed based on whether or not a projectile 116 has been launched(e.g., thrown or hit). For example, the near-eye display 102 may providean unobstructed view of the real-world prior to a launch and display oneor more virtual objects (e.g., associated with the virtual environmentand/or projectile-tracking data) after a launch.

FIG. 6E is a conceptual view of a field of view 652 of an unobstructedview of a pitcher of FIG. 6A when looking in a downward direction (e.g.,below a selected pitch angle), in accordance with one or moreembodiments of the present disclosure. For example, the user may see amound 654, and a portion of the user's feet and legs.

FIG. 6F is a conceptual view of a field of view 656 of an unobstructedview of a batter of FIG. 6A when looking in a downward direction (e.g.,below a selected pitch angle), in accordance with one or moreembodiments of the present disclosure. For example, the user may see thehome base 614, and a portion of the user's feet and legs.

Further, the near-eye display 102 may provide smooth transitions betweendifferent views (e.g., the views of FIG. 6A and FIG. 6E) to provide aseamless experience. In this regard, the user 114 may iteratively lookdown at the projectile 116 and up to view the mixed-reality environment602 including a mixed-reality combination of real or virtual objectssuch as, but not limited to bases 614 and field markings (e.g., baselines 616, batter's boxes 620, or the like). FIG. 6G is a conceptualview of a field of view 658 of a pitcher transitioning between a virtualenvironment of FIG. 6A and an unobstructed view of FIG. 6E, inaccordance with one or more embodiments of the present disclosure. FIG.6H is a conceptual view of a field of view 660 of a batter transitioningbetween a virtual environment of FIG. 6B and an unobstructed view ofFIG. 6F, in accordance with one or more embodiments of the presentdisclosure.

For example, the field of view 658 may be defined by a set of viewvectors associated with lines of sight of the user. The near-eye display102 may then be configured to display virtual objects only for a firstportion 662 of the field of view 658 (e.g., a first selected set oflines of sight) and an unobstructed real-world view for a second portion664 of the field of view 658 (e.g., a second selected set of lines ofsight). The transition 666 between the first portion 662 and the secondportion 664 of the field of view 658 may be determined by any selectedcondition. For instance, as illustrated in FIG. 6C, the transition 666may be, but is not required to be, determined based on a selected angle(e.g., a pitch angle) associated with a head orientation with respect tothe horizon. Further, it is to be understood that the transition 666 maybe graphically displayed using any technique known in the art such as,but not limited to, a sharp transition line, a blurred transition line,or a progression of interleaved shapes (e.g., lines as illustrated inFIGS. 6G and 6H).

In another embodiment, the mixed-reality projectile-tracking simulator100 may provide unobstructed views for selected physical objectsregardless of the head orientation of the user. For example, it may bedesirable for a user preparing to hit a projectile 116 (e.g., movingtowards the user) to see an unobstructed view of the source of theprojectile 116 regardless of head orientation. FIG. 6I is a conceptualview of the mixed-reality environment 602 illustrated in FIGS. 6B from afield of view of a batter with an unobstructed view of a projectilesource 668, in accordance with one or more embodiments of the presentdisclosure. The projectile source 668 may be any type of source fordirecting a projectile 116 towards the user such as, but not limited to,a pitching machine (as illustrated in FIG. 6I) or a person. In oneembodiment, a selected set of lines of sight (e.g., a cone of reality669) including the projectile source 668 is always visible to the useras an unobstructed real-world view. Accordingly, as the user turns hisor her head, the cone of reality including lines of sight towards theprojectile source 668 are free of virtual objects.

In another embodiment, the virtual environment may include one or moresuggested target locations at which the user should aim. For example,FIG. 6E includes multiple target zones 670 provided to a user. Forexample, the target zones 670 a-c may represent, but are not required torepresent, desired locations at which a shot may have a relatively highpredicted success rate. Further, one or more of the target zones 670(e.g., target zones 670 d-e) may represent, but are not required torepresent, locations at which a shot may have a relatively low predictedsuccess rate. In another embodiment, the suggested target zones (e.g.,target zones 670 a-e, or the like) may be provided to the user as goals.In this regard, the user may be guided to shoot the projectile 116 atone or more of the target zones 670 in a selected order (e.g., in an“around the clock” game, or the like). In another embodiment, themixed-reality projectile-tracking simulator 100 may provide one or morevirtual opponents 650 to react to shots by the user with a selectedskill level to provide a training and simulation experience. It is to beunderstood that the target zones are not limited to hockey as describedherein and may be extended to any sport. For example, target zones maybe provided in baseball to guide and/or track pitches in various partsof the strike zone.

The user may select the virtual reality environment through any type ofuser interface. For example, the near-eye display 102 may provide aseries of menus and display choices to the user 114. Further, the user114 may interact with the near-eye display 102 with the user interface228. In one embodiment, as described previously herein, the near-eyedisplay 102 may include an eye-tracking system. In the regard, the usermay scroll through various configuration menus using eye movements andmay make selections using eye gestures such as, but not limited to, oneor more short blinks, one or more long blinks, or eye rolls. In anotherembodiment, the near-eye display 102 may include one or more buttons orsliders to facilitate user input. For instance, a user may select alocation within the virtual environment (e.g., a location on a virtualfield) by simply sliding a finger along a slider device.

In another embodiment, the method 500 includes a step 508 of receivingtracking data of the projectile 116 over a launch window after a launch.For example, the controller 108 may receive tracking data of theprojectile 116 from the projectile-tracking sub-system 104.

In another embodiment, the method 500 includes a step 510 of displayinga virtual object representing the projectile 116 (e.g., a virtualprojectile 674) along a predicted trajectory 676 within themixed-reality environment. For example, FIG. 6A illustrates a pitch witha virtual projectile 674 moving along a predicted trajectory 676 showinga strike. By way of another example, FIG. 6B illustrates a with avirtual projectile 674 moving along a predicted trajectory 676 showing alow hit towards right field. By way of another example, FIG. 6Eillustrates a virtual projectile 674 moving along a predicted trajectory676 showing a successful hockey shot. FIG. 6E illustrates a virtualprojectile 674 moving along a predicted trajectory 676 showing asuccessful tennis shot.

The predicted trajectory 676 may be displayed in any user-selectablemanner. For example, the entire predicted trajectory 676 may bedisplayed as illustrated in FIG. 6A. By way of another example, aportion of the predicted trajectory 676 may be displayed as a “tail” ofa selected length behind the virtual projectile 674. Further, suggestedtrajectories may be provided as guides for the user.

The predicted trajectory may be calculated by any technique known in theart. For example, the predicted trajectory may be calculated by thecontroller 108 based on data from the projectile-tracking sub-system 104and/or the user-tracking sub-system 106 generated during the launchwindow as described previously herein. For instance, the controller 108may determine a partial trajectory of the projectile 116 over the launchwindow and utilize this partial trajectory along with the additionalball data at the end of the launch window such as, but not limited tovelocity and rotation to determine the predicted trajectory.

In another embodiment, the controller 108 determines the predictedtrajectory based on weather conditions such as, but not limited to, windspeed, air pressure, or temperature. For example, weather conditions maycorrespond to real-world weather conditions at the current location ofthe user 114. In one instance, weather conditions may be gathered by oneor more weather sensors integrated within the mixed-realityprojectile-tracking simulator 100 (e.g., within the near-eye display102, the projectile-tracking sub-system 104, the user-trackingsub-system 106, or as stand-alone sensors). In another instance, weatherconditions are received from a remote server (e.g., a weather website,or the like). By way of another example, weather conditions may beselected by the user 114 to provide for simulation and/or training in aselected environment. Similarly, the weather conditions may be manuallyselected (e.g., via the user interface 228) or may be received from aremote server providing weather data for a selected remote location(e.g., a field at which an upcoming game is to be played).

In another embodiment, the method 500 includes a step 512 of displayinguser-selected projectile-trajectory data as virtual objects. Asdescribed previously herein, the mixed-reality projectile-trackingsimulator 100 may monitor and track a wide range of metrics associatedwith sporting actions (e.g., throwing or hitting) and present associatedprojectile-tracking data to the user for feedback. For example, asillustrated in FIGS. 6A and 6D, the near-eye display 102 may displayprojectile-tracking data 678 as virtual objects to the user. By way ofanother example, as illustrated in FIG., the near-eye display 102 maydisplay a success indicator 680 showing whether a launch was successfulby any selected metric (e.g., whether a goal was made, whether throw hada selected velocity and/or trajectory, whether a hit landed in aselected field position, or the like. By way of another example, thenear-eye display 102 may display historical data 682 associated withprevious user actions such as, but not limited to, a number ofsuccessful attempts (e.g., of a given type, from a given location, orthe like) or statistical analyses of the projectile-tracking data 678(e.g., average values, best values, worst values, or the like). Forexample, a historical maximum value of a given datapoint may berepresented as a full circle and a current value may be represented as apartially-filled circle based on the percentage of the maximum value.

In one instance the near-eye display 102 may display theprojectile-tracking data 678 as head-locked data that remains in a fixedposition regardless of the orientation of the user 114. In anotherinstance, the near-eye display 102 may display the projectile-trackingdata 678 as spatially anchored data at a fixed location within thevirtual environment. For instance, though not shown, projectile-trackingdata may be presented on a virtual board located on or near the fieldsuch that the data may be visible when the user looks in the directionof the virtual board.

Further, as described previously herein, the near-eye display 102 maydisplay the projectile-tracking data 678 only at selected times (e.g.,after a launch) or selected orientations (e.g., for view vectors above aselected angle, or the like).

In another embodiment, the mixed-reality projectile-tracking simulator100 supports multiple user modes. For example, a user mode may includepredefined settings configured to provide a selected user experience.Further, the user modes may be generated, modified, and/or saved by theuser 114.

FIG. 7 is a flow diagram illustrating steps performed in a training mode700, in accordance with one or more embodiments of the presentdisclosure. Applicant notes that the embodiments and enablingtechnologies described previously herein in the context of themixed-reality projectile-tracking simulator 100 should be interpreted toextend to training mode 700. It is further noted, however, that thetraining mode 700 is not limited to the architecture of themixed-reality projectile-tracking simulator 100.

In one embodiment, a training mode provides a data-driven experience inwhich the user may be provided projectile-tracking data. In this regard,the user may utilize the projectile-tracking data to monitor, track,and/or analyze his or her technique. For example, the training mode maybe utilized by a user on a practice field to view projectile-trackingdata and/or coaching feedback after performing actions. By way ofanother example, the training mode may be utilized by a user to includeone or more mixed-reality objects (e.g., virtual objects associated witha desired field, audio feedback, or the like). In this regard, a usermay train in any selected environment.

In one embodiment, the training mode 700 includes a step 702 ofreceiving a command to enter the training mode. For example, the usermay utilize the user interface 228 of the near-eye display 102 to enterthe training mode. In another embodiment, the training mode 700 includesa step 704 of receiving a selected virtual scene. For example, thetraining mode include a pre-configured default virtual environment thatmay be further adjusted based on user preferences. In one instance, thevirtual environment includes a combination of physical and virtualobjects associated with field markings, goals, nets, portions of astadium, or the like. In another instance, the virtual environmentincludes environmental conditions such as, but not limited to, the timeof day and the weather (temperature, pressure, wind speed, precipitationor the like). The environmental conditions may be automatically importedbased on current conditions as monitored by sensors as describedpreviously herein or may be adjusted by the user to provide a desiredsimulation environment. In another instance, the training mode 700 mayprovide a selected level of crowd noise via the near-eye display 102. Inanother embodiment, the training mode 700 includes a step 706 ofreceiving a selected field position. In another embodiment, the trainingmode 700 includes a step 708 of displaying the virtual scene from theselected field position.

In another embodiment, the training mode 700 includes a step 710 ofreceiving a launch type. For example, a user may select launch typesbased on a selected sport such as, but not limited to, a pitch inbaseball or softball, a serve in tennis, a shot in hockey, a throw of atrack and field projectile (e.g., a javelin, a discus, a shotput, or thelike), batting a selected pitch in baseball or softball, or respondingto a selected shot in tennis. By way of another example, themixed-reality projectile-tracking simulator 100 may identify a launchtype after a launch. For example, the mixed-reality projectile-trackingsimulator 100 may identify a type of pitch thrown. The mixed-realityprojectile-tracking simulator 100 may identify a launch type based onany combination of factors such as, but not limited to, a selectedvirtual environment, a field position, projectile-tracking data,user-tracking data, or a predicted trajectory.

In another embodiment, the training mode 700 includes a step 712 ofreceiving selected projectile-tracking data for display. For example,the training mode may provide a default set of relevantprojectile-tracking data for each launch type that may be furthercustomizable by the user as well as general data relevant to all launchtypes. For instance, the training mode may provide projectile-trackingdata such as, but not limited to, launch velocity, launch angle, archeight, rotation, hook data, or distance for all launch types. Further,the training mode 700 may provide data indicative of whether aparticular attempt was successful (e.g., a goal was made, a pitch was astrike, a projectile was hit a certain distance, a projectile was hit toan intended field position, or the like.

In another embodiment, the training mode 700 includes a step 714 ofgenerating tracking data for a projectile over a launch window. Inanother embodiment, the training mode 700 includes a step 716 ofdisplaying a virtual projectile (e.g., virtual projectile 674) movingthrough the virtual scene along a predicted trajectory (e.g., predictedtrajectory 676. In another embodiment, the training mode 700 includes astep 718 of displaying the selected projectile-tracking data based onthe tracking data over the launch window.

In another embodiment, the training mode 700 may display virtual objectsproviding user guided coaching. For example, the near-eye display 102may provide audio and/or visual coaching suggestions to a user onvarious techniques, suggest body positions, suggested body movements, orthe like. For instance, the coaching suggestions may include an opaquevirtual object including images and/or video illustrating suggestedtechniques. In another instance, the coaching suggestions may includesemi-transparent guides for suggested user movements during a launchsuch as, but not limited to, an arm trajectory, a suggested point ofimpact on the projectile 116, or the like. As described previouslyherein, the coaching suggestions may be pre-recorded and/or may be datadriven based on data from the projectile-tracking sub-system 104 and/orthe user-tracking sub-system 106.

FIG. 8 is a flow diagram illustrating steps performed in a play mode800, in accordance with one or more embodiments of the presentdisclosure. Applicant notes that the embodiments and enablingtechnologies described previously herein in the context of themixed-reality projectile-tracking simulator 100 should be interpreted toextend to play mode 800. It is further noted, however, that the playmode 800 is not limited to the architecture of the mixed-realityprojectile-tracking simulator 100.

In one embodiment, a play mode may provide a user with a simulated playexperience. For example, the play mode may include, but is not requiredto include, launch objectives such as, but not limited to, making a goalfrom a selected field position, achieving a hit with a selecteddistance, or executing a pitch to a targeted area of the strike zone.Accordingly, in a play mode, a user may emphasize, but is not requiredto emphasize, the outcome of a launch over projectile-tracking data. Forexample, a user 114 may utilize a play mode to train for an upcominggame at a selected field by generating a mixed-reality environmentincluding, but not limited to, visual depictions of the stadium as wellas simulated crowd noise. In this regard, the user 114 may practice (onany practice field) multiple types of sport actions (e.g., launches) atmultiple locations within the simulated virtual environment.Accordingly, the user 114 may feel mentally and physically prepared onthe game day.

Further, a play mode may be suitable for multiplayer use in whichdifferent users may compete on the same tasks. For example, asillustrated in FIG. 4, the near-eye display 102 may display one or moreavatars 402 to the user 114 within the virtual scene such that the user114 may visualize the actions of the avatars 402 as well as interactwith the avatars 402. The avatars 402 may be associated with anycombination of system-generated players and additional users of themixed-reality projectile-tracking simulator 100 or acommunicatively-coupled mixed-reality projectile-tracking simulator 100.Further, the avatars 402 may represent either teammates or opponents ina game-like simulation.

In one embodiment, the play mode 800 includes a step 802 of receiving acommand to enter the training mode. For example, the user may utilizethe user interface 228 of the near-eye display 102 to enter the playmode 800. In another embodiment, the play mode 800 includes a step 804of receiving a selected virtual scene. For example, the play mode 800may provide a selection of available virtual scenes representing fieldsor stadiums in which to play. In one instance, the virtual environmentincludes a combination of physical and virtual objects associated withfield markings, goals, nets, portions of a stadium, or the like. Inanother instance, the virtual environment includes environmentconditions such as, but not limited to, the time of day and the weather(temperature, pressure, wind speed, precipitation or the like). Theenvironmental conditions may be automatically imported based on currentconditions as monitored by sensors (e.g., within the near-eye display102 and/or the projectile-tracking sub-system 104) or may be adjusted bythe user to provide a desired simulation. In another instance, the playmode 800 may provide a selected level of crowd noise via the near-eyedisplay 102. In another embodiment, the play mode 800 includes a step806 of receiving a selected field position. The selected field positionmay be provided by the user via the user interface 228. In anotherembodiment, the play mode 800 includes a step 808 of displaying thevirtual scene from the selected field position.

In another embodiment, the play mode 800 includes a step 810 ofreceiving a launch type and objective. For example, a user may selectlaunch types such as, but not limited to, a pitch in baseball orsoftball, a serve in tennis, a shot in hockey, a throw of a track andfield projectile (e.g., a javelin, a discus, a shotput, or the like),batting a selected pitch in baseball or softball, or responding to aselected shot in tennis. Further, a user may selected one or moredesired objectives (e.g., outcomes or characteristics) associated withthe launch such as, but not limited to, making a goal, perform a pitchwith a selected speed or trajectory (e.g., a breaking ball, or thelike), serving a tennis ball to a selected spot on the field, throwing acertain distance, hitting a home run, or the like. By way of anotherexample, the mixed-reality projectile-tracking simulator 100 may detectthe launch type and/or the objective. For instance, the mixed-realityprojectile-tracking simulator 100 may identify a launch type and/orobjective based on any combination of factors such as, but not limitedto, a selected virtual environment, a field position,projectile-tracking data, user-tracking data, or a predicted trajectory.

In another embodiment, the play mode 800 includes a step 812 ofgenerating projectile-tracking data for a projectile over a launchwindow. In another embodiment, the play mode 800 includes a step 814 ofdisplaying the selected projectile-tracking data based on the trackingdata over the launch window.

In another embodiment, the play mode 800 includes a step 816 ofindicating whether the objective was met. For example, the near-eyedisplay 102 may include a virtual indicator 818 to indicate to the userwhether the selected launch objective was met (e.g., seeprojectile-tracking data in FIGS. 6E and 6F).

In one embodiment, the near-eye display 102 displays only an indicationof whether the objective was met. In another embodiment, the near-eyedisplay 102 displays additional projectile-tracking data relevant to thedesired objective such as, but not limited to, the travel distance orthe launch speed to provide an indication of how close the attempt was.

It is noted herein that the above descriptions of the training mode 700and the play mode 800 are provided solely for illustrative purposes andshould not be interpreted as limiting. For example, the mixed-realityprojectile-tracking simulator 100 may support any number of user-definedor system-defined modes in which any aspect of a virtual environment maybe tuned to provide a selected mixed-reality experience.

The herein described subject matter sometimes illustrates differentcomponents contained within, or connected with, other components. It isto be understood that such depicted architectures are merely exemplary,and that in fact many other architectures can be implemented whichachieve the same functionality. In a conceptual sense, any arrangementof components to achieve the same functionality is effectively“associated” such that the desired functionality is achieved. Hence, anytwo components herein combined to achieve a particular functionality canbe seen as “associated with” each other such that the desiredfunctionality is achieved, irrespective of architectures or intermedialcomponents. Likewise, any two components so associated can also beviewed as being “connected” or “coupled” to each other to achieve thedesired functionality, and any two components capable of being soassociated can also be viewed as being “couplable” to each other toachieve the desired functionality. Specific examples of couplableinclude but are not limited to physically interactable and/or physicallyinteracting components and/or wirelessly interactable and/or wirelesslyinteracting components and/or logically interactable and/or logicallyinteracting components.

It is believed that the present disclosure and many of its attendantadvantages will be understood by the foregoing description, and it willbe apparent that various changes may be made in the form, construction,and arrangement of the components without departing from the disclosedsubject matter or without sacrificing all of its material advantages.The form described is merely explanatory, and it is the intention of thefollowing claims to encompass and include such changes. Furthermore, itis to be understood that the invention is defined by the appendedclaims.

What is claimed:
 1. A mixed-reality sport simulation system comprising:a projectile-tracking sub-system configured to generateprojectile-tracking data when a projectile is launched by a user; anear-eye display configured to display mixed-reality virtual objectsdisplayed over physical objects within a field of view of a user,wherein the near-eye display includes one or more sensors to determinethe field of view, wherein the field of view defines view vectorsrepresenting lines of sight of the user; and a controllercommunicatively coupled to the projectile-tracking sub-system and thenear-eye display, the controller including one or more processorsconfigured to execute program instructions causing the one or moreprocessors to: direct the near-eye display to display a mixed-realityenvironment including virtual objects within at least a portion of theuser field of view, wherein the near-eye display provides anunobstructed real-world view for view vectors below a selected pitchangle and display at least a portion of the mixed-reality environmentfor view vectors above a selected pitch angle; receiveprojectile-tracking data of a projectile launched by the user inreal-time from the projectile-tracking sub-system; and direct thenear-eye display to display one or more virtual objects representing atrajectory of the projectile within the mixed-reality environment inreal-time, wherein the trajectory of the projectile is based on theprojectile-tracking data.
 2. The mixed-reality sport simulation systemof claim 1, wherein the projectile-tracking data generated when theprojectile is launched by a user comprises: projectile-tracking datagenerated when the projectile is at least one of thrown by the user orhit by the user.
 3. The mixed-reality sport simulation system of claim1, wherein the projectile comprises: at least one of a ball, a puck, adiscus, a javelin, or a hammer.
 4. The mixed-reality sport simulationsystem of claim 1, wherein the launch window ends when motion of theprojectile is hindered by a containment device, wherein the containmentdevice comprises: at least one of a net or a tether.
 5. Themixed-reality sport simulation system of claim 1, wherein themixed-reality environment includes a virtual object displayed over aportion of the field of view, wherein at least a portion of the field ofview is unobstructed to provide visualization of physical objectsthrough the near-eye display, wherein a displayed perspective of thevirtual object is continually updated based on a location of the userwithin the mixed-reality environment.
 6. The mixed-reality sportsimulation system of claim 1, wherein the mixed-reality environmentincludes a virtual reality scene obstructing at least a portion of thefield of view.
 7. The mixed-reality sport simulation system of claim 1,wherein the near-eye display is configured to display an unobstructedreal-world view when the near-eye display determines that a gazedirection of the user is directed at the projectile prior to the userlaunching the projectile, wherein the near-eye display is furtherconfigured to transition to a display of the mixed-reality environmentwhen the near-eye determines that a gaze direction of the user isdirected above a selected angle.
 8. The mixed-reality sport simulationsystem of claim 7, wherein the near-eye display is configured to fadetransparency values of the one or more virtual objects of themixed-reality environment based on the gaze direction of the user. 9.The mixed-reality sport simulation system of claim 1, wherein theselected projectile-tracking data comprises: a persistent trailindicative of at least a portion of the predicted trajectory.
 10. Themixed-reality sport simulation system of claim 1, wherein the one ormore processors are further configured to execute program instructionscausing the one or more processors to: direct the near-eye display todisplay one or more virtual objects representing selectedprojectile-tracking data.
 11. The mixed-reality sport simulation systemof claim 1, wherein the near-eye display includes a user input device,wherein the mixed-reality environment and the data display objects areselectable as preset modes via the user input device, wherein the presetmodes include a training mode, wherein the training mode includes presetconfigurations of the mixed-reality environment, wherein the one or moreprocessors are further configured to execute program instructionscausing the one or more processors to: receive a command to enter thetraining mode via the user input device; receive a user location withinthe mixed-reality environment via the user input device; and direct thenear-eye display to display one or more virtual objects representingselected projectile-tracking data.
 12. The mixed-reality sportsimulation system of claim 1, wherein the near-eye display includes auser input device, wherein the mixed-reality environment and the datadisplay objects are selectable as preset modes via the user inputdevice, wherein the preset modes include a play mode, wherein the playmode includes a set of user-selectable mixed-reality environments,wherein the one or more processors are further configured to executeprogram instructions causing the one or more processors to: receive acommand to enter the play mode via the user input device; receive a userlocation within the mixed-reality environment via the user input device;receive a launch type; determine a trajectory objective based on thelaunch type; and direct the near-eye display to display a virtualindicator of whether the trajectory objective was met based on at leastone of the data from the projectile-tracking sub-system or the predictedtrajectory.
 13. The mixed-reality sport simulation system of claim 1,wherein the virtual reality scene comprises: an avatar associated with aremote user.
 14. The mixed-reality sport simulation system of claim 1,further comprising: a user-tracking sub-system including one or moresensors to generate user-motion data indicative of motion of the userduring a launch.
 15. The mixed-reality sport simulation system of claim14, wherein the one or more processors are further configured to executeprogram instructions causing the one or more processors to: direct thenear-eye display to display a virtual object including an avatarrepresenting the user, wherein the avatar replicates motion of the userbased on the user-motion data.
 16. The mixed-reality sport simulationsystem of claim 1, wherein the near-eye display is integrated within ahelmet.
 17. A mixed-reality sport simulation system comprising: aprojectile-tracking sub-system configured to generateprojectile-tracking data over a selected portion of a trajectory of aprojectile launched by a user; a near-eye display configured to displaya mixed-reality scene including virtual objects displayed over physicalobjects within a field of view of the user, wherein the near-eye displayincludes one or more sensors to determine a head orientation of theuser; and a controller communicatively coupled to theprojectile-tracking sub-system and the near-eye display, the controllerincluding one or more processors configured to execute programinstructions causing the one or more processors to: identify aprojectile source for directing a projectile toward the user; direct thenear-eye display to provide an unobstructed real-world view of theprojectile source regardless of the head orientation of the user;receive projectile-tracking data of a projectile from the projectilesource after the projectile is launched by the user; and direct thenear-eye display to display one or more virtual objects indicative of atleast a portion of the projectile-tracking data.
 18. A mixed-realitysport simulation system comprising: a projectile-tracking sub-systemconfigured to generate projectile-tracking data of a projectile over alaunch window when the projectile is launched by a user; a near-eyedisplay configured to display mixed-reality virtual objects displayedover physical objects within a field of view of the user, wherein thenear-eye display includes a user input device; and a controllercommunicatively coupled to the projectile-tracking sub-system and thenear-eye display, the controller including one or more processorsconfigured to execute program instructions causing the one or moreprocessors to: direct the near-eye display to display a mixed-realityenvironment including virtual objects depicting one or more elements ofan athletic field within at least a portion of the user field of view,wherein a location of the user within the mixed-reality environment isselectable via the user input device; receive projectile-tracking dataof a projectile over the launch window in real-time from theprojectile-tracking sub-system as the user launches the projectile; anddirect the near-eye display to display a virtual object representing theprojectile moving along a predicted trajectory after the launch windowwithin the mixed-reality environment, wherein the predicted trajectoryis determined based on the projectile-tracking data over the launchwindow.